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My playgroup has one large building adventuring guild with many many rooms.
There is a downtime activity "Run a business" can more than one person take that action for the same building assuming it has multiple owners. Mechanically,
Setup: 3 characters
Outflank:
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Paired Opportunist:
Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Gang Up:
You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning. [--][A1][--] Let's assume this positioning and that the two flanking
What happens if Ally 1 gets a crit and then A2 and A3 crit on their AOOs? How many attacks would trigger and from whom? Could you infinitely chain if you continuously scored critical hits?
I'm new to PFS and have a couple of questions about the rules.
EDIT: I think I might have found my answer for 1-3 below. I reread the new player guide and saw this little bit... Quote:
I assume for number 1 the answer is yes since a +1 magic weapon is greater than a masterwork weapon. 1) Do I need fame to purchase things like a masterwork weapon?
2) Can I purchase items off my chronicle sheets at any time regardless of my fame? 3) Can I purchase items from the always available list regardless of my fame? So that leaves this question.
Can someone please explain how this special weapon works? Here is the description from the PRD online.
Spoiler:
The blade of this +2 wounding dagger is brightly polished. Even when drenched in a victim's blood, it appears clean and dry moments later, as though it has been newly cleaned.
A bloodthirst dagger rewards its wielder most when used relentlessly against a single target. When attacking a creature that is still bleeding from the bloodthirst dagger's wounding property, the dagger deals an additional +1 point of damage against the target for each bleeding wound the creature possesses (maximum +10). Whenever the wielder of bloodthirst confirms a critical hit with the weapon, she can choose to deal 1d6 points of additional damage for each still-bleeding wound the target possesses (maximum +5d6 damage). This additional damage is not multiplied by the critical hit, but is in addition to the damage normally added for bleeding wounds. Dealing this damage immediately heals all bleeding wounds possessed by the wielder. Then the wounding property says this in the PRD.
Spoiler:
This special ability can only be placed on melee weapons. A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. Q1) Does the 2nd hit of a wounding weapon...
I'm trying to figure out what makes this good versus just getting something with a couple of extra 1d6 bonuses like Flaming and Frost.
Which of these abilities can I combine?
(1) Fighting Defensively -4 atk, +3 AC (dodge)
If I am adjacent to an enemy can I Feint as a Move action to drop the enemies AC by removing the dex bonus to AC and making it flat-footed and then attempt to fight defensively because I'm an expert in combat and try to dodge the enemies blows and land a powerful attack as a vital strike on my target. -14 atk, +8 AC (dodge), +10 dmg, 4x dice roll
Does the bonus from Furious and Bane stack with each other and with the natural enhancement bonus of the weapon? I know that a +5 (Dragon) Bane works as a +7 weapon against dragons.
From the FAQ:
Quote:
Can someone explain this specifically in the example of a bane weapon? #1 How does a +5 Flaming Dragon-Bane Dagger of Speed work? This should be a +10 bonus-equivalent (+5 enhancement, +1 from Flaming, +1 from Dragon-bane, +3 from speed)? When I'm fighting a Dragon does this break the +10 bonus-equivalent maximum and become a +11 (+7 enhancement, +1 from Flaming, +3 from speed)? If so is it allowed?
Setup - I am taking Master Craftsman feat at level 5 and Craft Magical Arms and Armor at level 7. I want to make a +1 Wounding Rapier at level 7 with 7 Ranks in Craft (weapons). Question 1 - what is the DC for +1 Wounding Rapier at CL7? How should I read the information on the crafting weapon special abilities?
Ex. +1 Wounding Rapier? Does it have to be a CL 10 item or can I cast the bleed spell into the +1 Rapier at say CL 7 since bleed is a 0 level spell which clerics get at CL1?
Question 2 - When deciding which CL to use when determining the DC do I take the highest between the highest single special ability CL or do I add all the special ability CL's together? Ex. +1 Flaming and Frost weapon? Caster Level 10 or Caster Level 18? Question 3 - If I upgrade an item in stages do I need all version of the spell for the upgrades or only the relevant versions? Ex.1 If I make a +2 Wounding Rapier from a +1 Wounding Rapier do I still need to cast the bleed spell into the item when upgrading the enhancement bonus? Ex.2 If I make a Bloodthirsty Rapier (Which is a +2 Wounding Rapier with a special effect and requires the spell bleed and inflict serious wounds) do I need both bleed and inflict serious wounds to be cast each day during the upgrade process going from a +2 Wounding Rapier or is just adding the inflict serious wounds spell okay?
I just spent an hour reading 3 different posts about stealth. I have one question that I still don't know the answer to. Q1: Can I as a rogue make a stealth check when hiding behind something that gives cover like a wall or a large barrel etc. and then on the next turn leave that cover and go attack an enemy that is standing in bright light with line of sight to me and still get a bonus as if he did not know I am there? Follow ups depending on the answer above.
None of the DnD, L5R, Shadowrun, Pathfinder. any tabletop campaign I have ever played seems to have an option where stealth is ever possible because of this 360 degree observance rule in combat so I don't understand what the point of stealth is if you cannot hide to make them lose their focus on you and then get a surprise when you return to combat.
PRD wrote:
Lets say I hit for 20 Damage on one attack against a DR/15 Epic enemy. Does my second attack do full damage ignoring DR/15 Epic since my Enhancement bonus is +6 now?
Referring to Pathfinder RPG rules and the examples on this page.
Q1: Is adding an effect to a magical +1 weapon considered adding differing abilities for the x1.5 purpose? Do weapons only use the (Bonus^2)*2000 rule? Q1a: How does the math work?
Example: Going from a +2 Magic Dagger to a +2 Wounding Dagger
3 example scenarios:
(Scenario 1)Bonus^2 rule Wounding = 2, +2 Magic = 2, End result is Bonus 4 Bonus 4 cost) - (Bonus 2 cost), (4^2)*2000 - (2^2)*2000,
(Scenario 2)x1.5 rule
(Bonus 2 cost)*1.5 + (Bonus 2 cost), ((2^2)*2000) + (2^2)*2000,
(Scenario 3) x1.5 rule on the "upgrade bonus"
(Bonus (2*1.5) cost)+ (Bonus 2 cost),((3^2)*2000) + (2^2)*2000,
Q2: How about if we add another different bonus like Speed (Bonus 3)?
Q3: What about for upgrading a special weapon like Bloodthirsty Dagger? (I know this is not allowed for PFS play, but I'm more wondering for just the RPG rules if the GM does allow for upgrading special weapons how you guys normally would do it in your campaigns as DMs) (2 example scenarios]
Example:
That would be +2 flaming dagger of wounding + bloodthirsty effect cost. Calculate Cost of Bloodthirsty Effect: 28,500 Bloodthirsty Effect
Assuming Bonus^2 rule is the right way to do magic weapons... 60,802 (Cost of a bloodthirsty dagger) - 32000 (Cost of a weapon with +4 bonus total) - 300 for Masterwork - 2 for dagger = Calculate Final Cost: 18000 Final Cost
Which is cost of a (+5 bonus weapon) + Bloodthirsty Effect Cost. 50000 + 28500 + 302 = 78802 Total cost Then 78802 - 60802 = (Scenario 2)
Example:
Find the Equivalent Bonus Tier of the Special Weapon:
60,802gp is more than a +5 Bonus @ 50000gp, but less than a +6 bonus @72,000gp So we round up to a +6 Bonus. Bloodthirsty Dagger (normal) = +6 Bonus Weapon Flaming Bloodthirsty Dagger = +7 Bonus Weapon (Because Flaming adds +1 Bonus) Calculate Final Cost: 38000gp Final Cost End Result Cost - Special Weapon Cost, 7^2*2000 - 60,802, 98802 - 60802 =
How does this weapon work? I have many questions. pathfinder PRD paizo wrote:
1) Does the +1 to +10 bonus damage dealt get multiplied on crit? 2) If I 1st attack with my main hand weapon and add 2d6 bleed from (Bleeding Attack) with a rogue sneak attack then I attack with this dagger in the offhand and score a critical can I use to remove the 2d6 bleed from (Bleeding Attack) for Xd6 damage (max 5d6). 2b) If yes then would I roll the 2d6 for Bleeding Attack to see how much the target would take on it's next turn so I know if it's over 5 points? 3) Can I use Magical Crafting to upgrade this items at a later time to a +3 version or add another effect such as speed to the weapon so long as the weapons total cost stays below 200,000? (This is with regards to pathfinder RPG rules but not pathfinder society as I understand it the tournament play you cannot do this. I'm more talking about for pathfinder rules in general? |