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Scarlet and Green Cabochon
Flawed: This stone grants the wearer the Endurance feat. Anything that would make the wearer fatigued instead makes him sickened. Anything that would make the wearer exhausted instead makes him nauseated. Price: 8,000 gp.

Good for What Ails You (Ex)
Benefit: While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.

~ ~ ~

The key passage is "if she succeeds at the save". --So, what is the save? Is there one? (The fatigued/sickened or exhausted/nauseated conditions in question are the result of ending rage, not hostile magic.)


Quote:

Ram Hammer, Dwarven

Cost 25 gp Weight 5 lbs.
Damage 1d6 (small), 1d8 (medium) Critical x3 Type bludgeoning
Range Increment 10 ft. (thrown)
Category one-handed Proficiency exotic
Weapon Groups hammers, thrown

The dwarven ram hammer is designed to be thrown or used in melee, with a long leather strap that is wrapped around the wrist when used to deliver blows in close combat but unfurled to aid in swinging the weapon when the hammer is thrown.

Pathfinder Player Companion: Heroes from the Fringe

--How exactly does this legal-for-Society-play face-pulper work?

Q1. How long is the strap? (The weapon doesn't list a maximum range, i.e., as if a whip)

Q2. If range is limited by the strap, that would imply that it doubles under the effects of Enlarge (up to maximum possible ranged increment)...Y/N?

Q3. The "aid in swinging" flavor text implies that it can be whooshed around at the end of the strap, i.e., granting the pseudo-reach of a polearm (or more; depending upon answer to Q1) but using dex to hit...Y/N?

Q4. How do melee and thrown attacks interleave during a full-attack? (Or don't they?)

Q5. What are the strap's hardness and HP, and are they improved when the weapon is enhanced?


Over in another thread, a posted assassin build was quite the slicey-dicey versus blind, panicked, nauseated opponents....

Ryze Kuja wrote:
"...This is a Dirty Tricks Slayer build I came up with a while back and I sent this guy and a 2handed Slayer to assassinate my party of 5 PC’s. At level 12, they caused 3 player deaths in 6 rounds, so this build is not only a battlefield controller with Dirty Tricks, but also built for high damage...."

Your task is to not be that guy barfing his lunch up out though a severed-neck hole in a gruesome anime geyser. So, a 12th-level "DPR Olympics", in which the D stands for don't-die-dimwit.

Ryze didn't provide a CMB number to beat, but you may reasonably surmise that it is high enough altitude that supplemental oxygen is recommended.

Good luck.


Are there any widgets (class or racial abilities, feats, gear, whatever) that permit deploying command-activation (whether standard-action or move-action) items faster than normal (and especially if they also enable doing so without having to talk)?


Blood Intensity wrote:
Blood Intensity: Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as —and does not stack with—the Intensified Spell feat.
Intensified Spell wrote:
Intensified Spell (Metamagic): Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.)

If I'm getting this all straight...

* (1) Blood Intensity grants you (high stat) extra dice over spell cap -- provided you can make the excess caster levels required to cast the spell.

...while....

* (2) Intensified Spell grants you five extra levels' worth of dice (how many you get is dependent upon how the spell doles them out per level) -- provided you can make the excess caster levels, etc.

...and both....

* (3) ...use up a spell slot one level higher than the spell's actual level (because BI "otherwise functions as" IS).

~ ~ ~

Do I have this correct?


Is there any class, archetype, or PrC in the game that grants it at first level? (There are several that offer Precise Shot.)


There are a variety of mechanisms for conferring the Celestial template on animal companions, and perhaps few more non-template ways of conferring the ability to Smite -- but none of the medium-sized or larger mounts have much (if any) better than 10 charisma, and most of them are well below that (such as the horse, starting at 4), and so wouldn't gain a bonus to attack while Smiting.

--Aside from advancing its Cha and buying it a headband (and the extra slot to accommodate it), what options are there? (And what are the best options if you're stuck with RAW-listed cavalier mount choices?)


6 people marked this as FAQ candidate. 1 person marked this as a favorite.

The grammar of the RAW suggests you cannot do so since the relevant, seemingly permissive sentence is second from the end of a paragraph whose context concerns a mount double-moving or running, and, elsewhere, the "normal" text of Mounted Skirmisher (a 9yo APG feat) is absolutely unambiguous that you cannot.

(FAQ button futilely thwapped in these dark days of PF1 decline, because I was politely "dared" to.)


Let's break this baby. --Show me what ya got (and the earlier and longer you can keep it rolling without suffering too terribly, the better).


Short of feat chains and expensive items, what methods exist to buff up the caster-level of that scroll you're holding in your hands right now and would like to squeeze one extra CL's worth of rich, creamy goodness out of?


Corset of Delicate Moves wrote:
This tight-fitting garment of fine silk has thin bone ribbing sewn into it. Once per day as a move action, the wearer can take an additional swift action. This swift action can’t be used to cast a spell or spell-like ability. The shirt must be worn for 24 hours before this ability can be used.
Coordinated Charge wrote:
When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.
Immediate Action wrote:
Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn).

Q. What RAW rule (not suffering a "specific trumps general" quandary), if any, precludes this combination from being exploited to secure two pounces in the same round by the same character?


Supposing I were TWFing a pair of keen kukris and had five attacks per round, the odds of any one attack being a confirmed crit are [hit-chance] x [threat-chance], or, if I hit on anything but a 1, (.95)(.3) =.285

That's relatively straight forward. --But is there for DPR formula for calculating multiple crits? I.e., the odds of getting two, or three? (The formula will also have account for declining chances over worse iteratives.)


The idea here is to cherrypick two 3/4th BAB prestige classes with full-level spellcasting advancement. BAB is bottomed-out at 7th relative to character level at four under, but the next six levels thereafter are all potentially BAB-advancing for BAB9 at 13th, or only BAB-1 under a straight-ticket Eldritch Knight Fighter1/Wizard5/EK7 (he’ll pull one point of BAB farther ahead, but that’s it before finishing his PrC and then getting socked at next level-up).

Character concept: All casting and no play makes Jack a dull boy.

CL Ba FT RF Wi
01 01 02 02 00 Brawler1 [Snakebite Striker][SA+1d6], FEAT(g), FEAT(h)
02 01 02 02 02 Wizard1 [Exploiter][exploit:Dimensional Slide][Spells:1]
03 02 02 02 03 Wizard2 Extra Exploit (Quick Study) or FEAT(g)
04 02 03 03 03 Wizard3 [spells:2]
05 02 03 04 04 Arcane Trickster1, Accomplished Sneak Attacker [SA+2d6]
06 03 03 04 05 Wizard4 [spells:3][exploit:Counterspell]
07 03 03 05 06 Stargazer1 [familiar][hex:Fortune], FEAT(g)
08 04 Arcane Trickster2 or Stargazer2, [spells:4]
09 05 Arcane Trickster(x) or Stargazer(y), Improved Familiar or FEAT(g)

* just one level off full wizard spellcasting
* great base saves, e.g. 3/5/6 at 7th versus 4/4/4 chained monk
* Heal, Intimidate, and UMD are the only remaining non-class skills
* receive arcanist exploits, witch hexes, get a cashed-out familiar back!

At some onerous expensive (Weapon Finesse, Favored Prestige Class, Prestigious Spellcaster), Sphere Singer can be added to our short list of 3/4ths PrCs without loss of spellcasting level, and pick up bardic performance and Starry Grace. This expense is less onerous if we’re already taking Weapon Finesse (likely) and don’t care about missing one more level of casting (much less likely).

~ ~ ~

Anyway, that's the basic chassis. So, how do we really twink this out? (Goal: be as gishy and utilitarian as possible without forfeiting Tier 1 power.)


Short of being a Vexing Dodger rogue, is there any reliable way to climb about an unwilling and angry monster without grappling or suffering odious modifiers?


(Cut-n-pasting a query from Rules, where it was suggested to put it here in hopes the dev would see it.)

Redistributed Might's prerequisites are Con 13 or wis 13, Enhanced Morale, EWP (Aldori Dueling Sword), Iron Will, Base Attack Bonus +4. ....so what is Enhanced Morale? A search in my PDF doesn't turn up any results (nor a Nethys search). Is it supposed to be a feat? It's capitalized like it is one.

(Redistributed Might is not currently PFS legal, likely for this reason.)


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They've been done before, but I thought I'd give it a shot....

Rabbitfolk and Rabbitfolk Warriors
_______________

Rabbitfolk

Physical Description: Rabbitfolk are small, skittish, mainly nocturnal quadrupeds native to grasslands and other terrain with edible low vegetation. What magics first awakened them to sentience no one knows.

Standard Racial Traits

* Ability Score Racial Traits: Rabbitfolk are curious and excitable, but their small stature leaves them weaker than most humanoid races. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
* Size: Rabbitfolk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
* Type: Rabbitfolk are magical beasts with the (augmented animal) subtype.
* Base Speed (Slow Speed): Rabbitfolk have a base speed of 20 feet, burrow 1 ft.
* Languages: Rabbitfolk begin play speaking Common and Rabbit. Rabbitfolk with high Intelligence scores can choose from the following: Elven, Sylvan, Gnome, and Halfling. See the Linguistics skill page for more information about these languages.
* Pawed: Rabbitfolk do not have opposable thumbs, and cannot properly grip objects (such as weapons) designed for use by humanoid hands. They can manipulate objects only with patient concentration. The time required to complete actions involving objects (such as donning armor, buckling belts, or casting spells with component or focus requirements) is doubled. Items that can be easily worn, such as necklaces and shirts, can be donned and removed at normal rates provided they are already easily accessible. Activities requiring fine motor control and manipulation (such as Disable Device, Slight of Hand, Professions and Crafting involving tools, or dexterity checks to avoid making a mess while eating with humanoid utensils, etc) are made at -5.

Offensive Racial Traits

* Toothy: Rabbitfolk graze with large blunt teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of bludgeoning damage.

Defense Racial Traits

* Craven: (This is identical to the Halfling alternative racial trait.)
* Defensive Kick: As an opposed check, Rabbitfolk can kick as an Immediate action to avoid being grappled, ignoring size difference penalties and doubling their strength bonus on an attack roll at their highest BAB. If the roll is higher than the grappler's attack roll, they are not grappled and leap up to 10 feet away without provoking, and the opponent takes the damage as non-lethal bludgeoning.
* Rabbitfolk Luck: Rabbitfolk receive a +1 racial bonus on all saving throws.
* Wary: Rabbitfolk receive Uncanny Dodge as a bonus ability, per the Rogue class. (This becomes Improved Uncanny Dodge when Uncanny Dodge is acquired from class levels.)
* Zigzag Escape: When Rabbitfolk are running or withdrawing, they can make up to two turns of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. Allied creatures and flatfooted foes do not impede this movement, but they cannot end their move in another creature's space.

Feat and Skill Racial Traits

* Big-eared: Rabbitfolk receive a +4 racial bonus to auditory Perception checks.
* Bounder: Rabbitfolk receive Run as a bonus racial feat, receive a +2 racial bonus to Acrobatics and a +4 bonus on Jump checks, but are -4 to Climb checks.
* Furred: Rabbitfolk are more comfortable in chilly weather than humans, but less comfortable in heat. Environmental Rules effects are one step more lenient or harsh, accordingly. (If shaved, a Rabbitfolk's pelt takes one month to grow back naturally.)
* Herbivorous: Rabbitfolk do not need to make Survival checks for food in forests and grasslands.

Magical Racial Traits

* Burrowkin: Rabbitfolk with Charisma scores of 11 or higher are able to speak with animals as an at-will supernatural ability. This applies only to burrowing animals and large-size or smaller herbivorous or omnivorous animals native to forests and plains, such as bears, badgers, deer, squirrels, and mice.

Senses Racial Traits

* Darkvision: Rabbitfolk can see perfectly in the dark up to 60 feet.
* Low-light vision: Rabbitfolk can see twice as far as humans in conditions of dim light.

_______________

Rabbitfolk Warrior

Physical Description: Approximately one in a dozen Rabbitfolk is larger and more humanoid in appearance. Their hind legs aren't quite as long, their senses are not quite as acute, their eyes face forward, and their front paws have opposable thumbs. Rabbitfolk Warriors guard the warrens during the day while other Rabbitfolk are asleep.

Standard Racial Traits

* Ability Score Racial Traits: Rabbitfolk Warriors are nimble and tough, but not too bright. They gain +2 Dexterity, +2 Constitution, and –2 Intelligence.
* Size: Rabbitfolk Warriors are Medium creatures and thus receive no bonuses or penalties due to their size.
* Type: Rabbitfolk are magical beasts with the (augmented animal) subtype.
* Base Speed: Rabbitfolk have a base speed of 30 feet.
* Upright: Rabbitfolk Warriors are capable of movement on their hind legs.
* Languages: Rabbitfolk begin play speaking Common and Rabbit. Rabbitfolk with high Intelligence scores can choose from the following: Elven, Sylvan, Gnome, and Halfling. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

* Furred: Rabbitfolk Warriors are more comfortable in chilly weather than humans, but less comfortable in heat. Environmental Rules effects are one step more lenient or harsh accordingly. (If shaved, a Rabbitfolk's pelt takes one month to grow back naturally.)
* Herbivorous: Rabbitfolk Warriors do not need to make Survival checks for food in forests and grasslands.

Defense Racial Traits
* Jumper: Rabbitfolk Warriors receive a +4 bonus on Jump checks
* Wary: Rabbitfolk Warriors receive Uncanny Dodge as a bonus ability, per the Rogue class. (This becomes Improved Uncanny Dodge when Uncanny Dodge is acquired from class levels.)

Offensive Racial Traits

* Toothy: Rabbitfolk Warriors have almost comically large blunt teeth, granting a bite attack. This is a primary natural attack that deals 1d6 points of bludgeoning damage.
* Zigzag Charge: When Rabbitfolk Warriors use the charge action, they can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. They may make an attack during any part of this move. Their total movement for the round can’t exceed double their speed. Allied creatures do not impede their charge, but they cannot attack from or end their move in an ally’s space.


...I'd have sworn there was a feat that permitted taking another of your deity's domains (which would obviously be useful if you were an cleric or other applicable class archetype that forfeited one or both of them). Couldn't find it on Nethy's, so.... <post>


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To heck with the animals, 2e needs to fix the dang *weapons*.

* If glaives can't do piercing, then neither should naginatas.

* katanas should be "S or P" (ditto arming sword and longswords).

* nodachis are basically huge katanas and don't have the Brace property (they're too excessively curved).

* The game lacks a finessable arming sword. And it's not just Hollywood either, as the Celts used similar swords a thousand years before the Norman Conquest.

* falcions (AKA messers) are one-hand-hilted weapons; the two-handed version is the kriegsmesser.

* The longsword which has never gotten the respect it deserves from RPGs, with HEMA fans and practitioners taking a jaundiced view of that.

* These two lovelies here and here deserve a place in the game.


In the case of having both Dragon Style and Two Weapon Fighting, what is the STR multiplier for Dragon Style when using:

* manufactured weapon (1st attack) and unarmed strike (off-hand Dragon Style)

...does off-hand 0.5x override Dragon Style, or Dragon Style's 1.5x override off-hand, or some Option C?

The character is not a monk and is not flurrying.


I dimly recall being in a thread some half a year ago in which the topic was a doohickey enabling charisma bonus to damage. I dimly recall that it only applied to thrown objects (probably shurikens or starknives). For the heck of me I cannot locate that old thread, and have a hunch it may have been a Homebrew discussion anyway.

If not, refresh my memory.


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Sword sale! Limited-time only, limited supply; first come, first serve.

Sword, Arming: 12gp S:1d6, M:1d8, 19-20/x2, 3lbs, S
...This martial sword has a one-handed grip with a heavy pommel.

Sword, Knightly: 312gp, S or P, Finesse
...Expertly balanced, this masterwork arming sword tapers to a point.

The Flower of Battle: 1300gp S:1d8, M:1d10, 19-20/x2, 5lbs, S or P, Finesse
...Representing the apex of craftsmanship, this superb masterwork cold-iron specimen also bestows the Blocking and Deadly properties provided its wielder possesses Weapon Focus: Longsword or EWP:Bastardsword, and is wielding it with both hands. It is considered both a longsword and a bastardsword for any effects relating to them.


Get the gaming rights to this, Paizo. I'm tellin' ya.


What a fun little weapon! ...only problems is that, unless you're a tiefling or some other odd race (i.e., one that's probably not currently PFS legal), there's no way to get an "always there" gore attack. Things like the Animal Mask and Fiend Totem (Lesser) give you horns or tusks, but they kinda just pop out when activated and are otherwise absent. (Half-orcs have "tusks", but the Toothy alternative racial trait gives a bite, not gore, attack.)

So, how long to put them on?


Quoting the relevant rule section twice, each time highlighting a different sentence:

Quote:
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.
In the previous debates in the messagebase, the quoted rules being discussed invariably include this paragraph up to only the bold-faced sentence above. (I don't know if the section has been expanded in recent years.)
Quote:
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.

This boldfaced sentence appears to flatly contradict the immediately preceding one, whose subject (the effects of high attack bonus) it is linking itself to by the use of the leading word "Instead...".


11 people marked this as FAQ candidate.

This is a FAQ request thread, not an "argument" thread or rules-query thread. (There's been enough of those already with exhaustive argumentation from all sides over the last few years, and they have not resolved underlying issues of English wording intent, i.e., "grants...more attacks of opportunity" as opposed to "can make...additional attacks of opportunity", etc.)

So please, hit the FAQ button, and let's get it resolved.

Fortuitous wrote:
This special ability can be placed only on melee weapons. A fortuitous weapon grants the wielder more attacks of opportunity. Once per round, when the wielder of a fortuitous weapon hits with an attack of opportunity, he can make a second attack of opportunity with this weapon against that foe at a –5 penalty.

Questions:

1. Is it the intention that this enhancement bypass the normal limitation of one AoO per round (a limit normally increased via Combat Reflexes or the barbarian rage-power Quick Reflexes)?

2. Is it the intention that the "second attack of opportunity" be an additional attack undertaken immediately against the opponent which provoked the first, or is it intended to be a potential AoO which does not trigger unless the opponent provokes again in the same round (i.e., it increases the available pool of AoOs, as if a minor version of Combat Reflexes)?


Quote:

4000gp

A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains five applications.

Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes disease (as remove disease with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).

1. Can this be used as an augmentation, when casting those particular spells, to receive the bonus?

2. If not, how is check calculated? d20 only, plus five?


I'm wracking my brain on this one, as here we have an object that weighs 45 lbs and saddles you with -2 to melee attacks, max dex of +2, and -10 to armor check penalty. All to get +2 AC over a regular heavy shield as well as using it as cover from one direction (takes a standard action to set up). OK, maybe you really need that extra +2 at low-level. I dunno. You can't even bash with it.

The mystery part: Why is this thing stringently reserved for the Fighter class as if it held some gimmick they alone could exploit and weren't going to share because it let them stand out as unique and awesome? (And I'm not talking about archetypes or even Armor Training, since this has been going on since 3rd edition.)


Additional Resources wrote:
Inner Sea Intrigue **Archetypes: All archetypes in this book are legal for play except the Anaphexia thought-killer, provocateur, and royal accuser. The Galtan agitator gains the Persuasive feat at 12th level rather than Leadership. The studious librarian gains Skill Focus (Knowledge [any]) instead of the Scribe Scroll feat. Equipment: All equipment in this book is legal for play except bloodlink, Brastlewark brew, Harrow deck of secret schemes, mask of the cursed eye, masterful gray gloves, seemless skin, and the training weapon enchantment. Feats: All feats in this book are legal for play. Prestige Classes: The enchanting courtesan and Lion Blade prestige classes are legal for play; a Lion Blade PC must be a member of the Sovereign Court faction. Spells: All spells in this book are legal for play except assumed likeness, brightest light, oath of anonymity, and recorporeal incarnation. Daggermark's exchange can only create poisons that are legal in the organized play campaign. Other: The investigator talents, rogue talents, social talents, and vigilante talents are legal for play except false spellcaster and Twilight Talon improvisation. All inquisitor inquisitions in this book are legal for play; the sedition inquisition grants the Persuasive feat at 8th level, not Leadership. The special building materials and room augmentations are not legal for play.

Anaphexia Thought-Killer - Though-Scent at 7th is the archetype's main benefit, but doesn't appear to impact the typical mystery-solving scenario. No listed requirement to be evil. You do get to cut off your own tongue and bleed on yourself.

Provocateur - Trash-talk bard gets bonuses to manipulate opinion.

Royal Accuser - A very busy archetype. Must sacrifice Solo Tactics and all granted Teamwork feat slots. At first glance, Informed Hunch seems worth it. Upon second glance, the package looks worse than the base Inquisitor class.

Bloodlink - 4800gp neck slot item radiates chaotic-evil (but doesn't actually make you evil). Lets you cast dancing lights, darkness, and faerie fire 1/day each. For 300 less gold, the character could buy a wand of Darkness and cast it as often as they like as a standard action while keeping their neck slot open.

Brastlewark Brew - Convince somebody to drink your expensive booze and they'll laugh at your jokes. (For the bard who can't do that already, I guess.)

Mask Of The Cursed Eye - Face slot. Once per day, if someone Scrys or True Sees (divine only) you, there's a chance you'll deduce who they are, and they could be blinded for a few minutes if they fail a fortitude save. (This one I can easily see the rationale for banning, as many "boss" adversaries have True Seeing at higher levels. Scry pownage is less problematic for 'mod-breaking' since the scrying NPC is unlikely to be in the same room as you.)

Masterful Gray Gloves - For 5,400gp hand slot, you're a master pickpocket. The bonus to Sleight of Hands is higher than the bonuses the Greater Steal maneuver would grant, but if you get away with a Greater Steal, the target is unaware until the encounter is over, whereas the gloves have a 3/day ability to Immediate-action turn the pilfered item invisible (which won't necessarily help if they can see invisible, or you can't or don't want to use a swift action slot that round. - A more practical use of these is to smuggle your own weapon past a checkpoint where they are not permitted.

Seamless Skin - a 70,000gp cos-play suit that reeks of necromancy and takes a minute to put on. Impossible to buy in PFS until 9th CL minimum with absolutely perfect Fame acquisition (and having seventy grand laying around). For the same money you could buy a Hat of Disguise and have enough left over for 1,364 potions of Enlarge Person.

Training - A +1 weapon enhancement that grants a combat feat "...as long as the weapon is drawn and in hand" (which, per RAW, I assume means that it would not work on an AoMF, Tusk Blades, throw weapons, ammunition, etc). Wielder must meet the prerequisites, and the feat cannot be used as a prerequisite.


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Bask in all the wondrous glory of the "Swine Soul Siphon".


Situation: you're 95% (fail only on a 1) to succeed on two back-to-back d20 rolls, the second of which is a rider-effect dependent upon the success of the first.

You have one and only one reroll available (for example a goblin d20 shirt at a PFS table, or a Luck Blade, etc) which you will expend it necessary.

- What are the odds of achieving the back-to-back combo?


Quote:
Powerful Charge (2 RP): Prerequisite: Natural attack trait; Benefit: Select one of the race's natural attacks. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus.

1. In the case of rhinos and other creatures with a single primary attack type (i.e., those already getting 1.5xSTR), is Powerful Charge now only providing extra dice (i.e., similar to Vital Strike)?

2. Is any Power Attack bonus increased during a Powerful Charge?

3. Does this (latest) version of Powerful Charge "retconn" existing creature entries with variant text for their Power Charge special attack (e.g., those doing double-damage, etc)?


Quote:

Dirty Fighter

Source Ultimate Campaign pg. 52 (Amazon), Second Darkness Player's Guide pg. 11 (Amazon), Advanced Player's Guide pg. 1 (Amazon)
Category Basic (Combat)

You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Aside from the word "companion" appearing twice in the description, the phrasing "may be" rather than "must be" leans me more toward a Yes, but I'll drum for comment.


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Quote:

Coin of the Untrodden Road

Source Ultimate Equipment pg. 289
Aura moderate transmutation; CL 6th
Slot none; Price 6,000 gp; Weight —

When tossed into the air, this tarnished copper coin brings forth potential lost by life’s decisions. If a human, half-elf, or half-orc flips the coin and catches it, she takes a –2 penalty to the ability score modified by her +2 racial ability score bonus, but gains a +2 inherent bonus to a random other ability score. The bonus and penalty last for 1 hour. Negating the penalty automatically negates the bonus as well. The coin can be used three times per day.

What a fantastic, RP-flavorful item with just the wee, tiny problem that nobody in their right mind will ever buy one. Even in your wrong mind you'll find better uses for your money.

The coin doesn't appear to lend itself to combat, and I'm scratching my head trying to figure out why it's saddled with so many limitations, or what concept could "break" it. Three times a day, a human-blooded PC can become worse in their (probably) primary stat to become better in a random other attribute. I'm guessing it's a standard-action to toss and catch (and the conditions would have to permit you to do that, so...can't do it underwater?).

6,000gp? ...it's such a bad deal at this price that, as far I can tell, no player has ever purchased one. In the almost five years since Ultimate Equipment was released, there are no discussions regarding it in the messagebase.


While I would assume that this maneuver requires some means of affecting the target, the rules don't seem to nail down what you would need.

For example, I gather that a weapon is often used, since magical properties granting bonuses for that maneuver exist (and, following the precedent of trip, it does not seem like you need a weapon with a called-out maneuver property to perform said maneuver).

Situation #1

I am in a prison-yard without my equipment. I have neither Improved Unarmed Strike nor a natural attack, but I do have Improved Reposition.

- Would I be subject to attacks of opportunity while attempting repositions? (I'm guessing 'no', as Improved Reposition seems to override lack of IUS.)

Situation #2

I am enlarged with a +3 polearm (20' reach) with an opponent at 10', and do not have a 5-step available for one reason or another. I want to reposition the opponent to 15'.

- Is this situation more or less the same as the first (iI'm just stiff-arming them, and not able to use the polearm as the "business" portion extends 15-20')?


2 people marked this as FAQ candidate.
lkhsdf
Quote:
Size increases and effective size increases: How does damage work if I have various effects that change my actual size, my effective size, and my damage dice?
As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies. The same is true of effective size increases (which includes “deal damage as if they were one size category larger than they actually are,” “your damage die type increases by one step,” and similar language). They don’t stack with each other, just take the biggest one. However, you can have one of each and they do work together (for example, enlarge person increasing your actual size to Large and a bashing shield increasing your shield’s effective size by two steps, for a total of 2d6 damage).

There are THREE separate things being referred to in the question which this FAQ answers. Am I to understand that players may stack one and only of each of the following:

1. an actual size change
2. an "effective size" change
3. a damage die alteration that doesn't refer to size.

...or is anything that budges the "Damage Dice Progression Chart" now considered an "effective size" change?


I'm looking for them.

Going first:

1. Ability bonuses do not stack.


1 person marked this as FAQ candidate.
PFS FAQ wrote:

Can I improve my companion's Intelligence to 3 or higher and give it weapon or shield feats?

No. An Intelligence of 3 does not grant animals sentience; the ability to use weapons, shield, or tools; speak a language (although they may understand a language with a rank in Linguistics, this does does not grant literacy); or activate magic devices. Also note that raising an animal companion's Intelligence to 3 or higher does not eliminate the need to make Handle Animal checks to direct its actions; even semi-intelligent animals still act like animals unless trained not to. An animal with Intelligence of 3 or higher remains a creature of the animal type unless its type is specifically changed by another ability. An animal may learn 3 additional tricks per point of Intelligence above 2.

I am under the impression that this FAQ entry is answering a question whose contributor submitted it with the phrasing "weapon and shield feats". --Given that the answer concerns manufactured objects, my assumption is that the campaign did not seemingly intend to restrict Weapon Finesse and Weapon Focus (claw)...or does it?

Either way, future updates might wish to alter the wording.


Scenario: a barbarian who has imprudently omitted taking Vital Strike is wearing a Shawl of Life-Keeping. He's raging and eats a big one....

rage wrote:
If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
unconscious wrote:
Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score)
shawl wrote:
This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost.

Mr. 10th-level Raging Lunkhead gets clonked to -1. Which of these happens?

A. The shawl "immediately" kicks in to bring him up to 9hp. Lunkhead remains conscious.
B. Lunkhead falls unconscious and "immediately" loses 20hp as rage shuts off, and dies (unless his CON is 21+). Shawl does nothing.
C. Like B, except shawl activates in vain to heal a corpse.
D. Like B, except shawl activates, leaving Lunkhead at -11.

Z. Lunkhead is a half-orc with the Orc Ferocity racial trait.


Quote:
Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

Can this feat be activated follwing a successful attack of opportunity taken by me (against, say, an inbound opponent coming at me through threatened squares?


...and by beast, I mean animal companion or mount with best possible charge bonus at, say, 10th level. (It's likely to be a paladin mount, so creature's INT will be high.)

I've never built a mount before, and the book is flat useless.


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