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I bought the PDF through Paizo's store and was hoping I could export the images . However, the PDF is protected with a password and I cannot do this. Are the NPC images (e.g., Cimri, Boggart, Archbaron Darellus, etc.) available for download and printing? I could snip them out of the PDF with Windows Snipping Tool, but I then have to blur the surrounding text. I was hoping for a clean copy to share with my players.
Is there official word on how the semi-automatic property interacts with iterative attacks? My understanding of the RAW is that a firearm with the property (text below) would provide two attacks at -2 normally, three attacks at -6 if you have Rapid Shot, and potentially a fourth attack at -6 with a Haste effect. However, when I equipped a Rifle with the automatic property (which also supports semi-automatic mode) on my character in Hero Lab, it shows the standard iterative attack progression. Is Hero Lab right? Am I misunderstanding the RAW? Or is there FAQ or other developer commentary on this topic? PFSRD wrote: Semi-Automatic: A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-attack action to fire twice, as if using the Rapid Shot feat (including taking a -2 penalty on all attacks). If the wielder has the Rapid Shot feat, she can use the additional shot from that as well, but the penalty for all shots fired in that round increases to -6.
With Improved Spell Sharing (or even without), Divine Vessel can be applied to a Lunar Oracle's Animal Companion. This grants the Celestial template which comes with 2 slam attacks. My questions: 1) Can the Tiger use these slam attacks in addition to its other attacks for a full attack of Bite, Claw, Claw, Slam, Slam? 2) What about when it is grappled/ing? Can it Bite, Claw, Claw, Rake, Rake, Slam, Slam? 3) Or does it have to forego attacks in these two scenarios to use the Slams? If so which? Is it my choice? 4) Or does it simply not have an ability to use Slam?
Howard County Roleplaying Group (Meetup) We're currently playing through both Pathfinder Jade Regent and Starfinder Dead Suns adventure campaigns. We will be starting Dead Suns Book 4 in the next few weeks. We alternate campaigns and GMs at the end of each book. Our weekly group is 5 members, ages range from early 20s to late 30s. We are looking for one or two more members. Also, if you play South Park Phone Destroyer, we recently started playing and would love to have you on our Team: We 'Member! We need one more person (10 minimum) to participate in team wars. Contact as us through the Meetup Group, or reply here, to join us!
'Core Rule Book, p. 196' wrote: "Most suits of armor consist of a helmet, gloves, boots, and a bodysuit that offers head-to-toe protection. Unless otherwise specified, the boots include a functionality that can anchor your feet to a solid surface in a zero-gravity environment, allowing you to orient yourself or return to normal footing when needed" (p. 196). Does this effect forced movement attempts such as bull rush or trip? Do the boots provide immunity to these effects? Further, if the boots operate in zero-g, what logically is preventing them from working when gravity exists? Obviously this would be a departure from RAW, but I'd like RAW to be defensible.
I'm preparing to run the Dead Suns adventure path. I've been reading the core rule book and listening to Roll for Combat, an Actual Play podcast. My players are very familiar with Golarion and other fantasy worlds, but haven't played in a futuristic setting. What things have your groups discovered while playing Starfinder that weren't necessarily obvious? Here's a list of what I've thought of so far to get the conversation started. I intend to put together a list and pass it on to my players before we begin so they're as prepared as possible. In Pathfinder, it’s a good idea to bring two of Bludgeoning/Slashing/Piercing and a Silver weapon. In Starfinder, it’s a bit different: enemies might be resistant to archaic weapons (e.g., clubs) or energy types (e.g., fire). Grenades are also available and can be very powerful, albeit expensive. Similar to Pathfinder, the ability to see in dark and low-light situations is important. There are no Light spells, or at least I haven’t seen them in the core book. You will likely engage in combat in zero gravity situations. Think three-dimensionally: Are the walls floors or ceilings? Are you considered prone vs. that enemy? The rules hand-wave a lot of these ramifications (e.g., spacesuits automatically reseal(?); weapons always(?) function), but sound doesn't occur/travel. Nearly everyone has a comm unit. Comm units facilitate direct, private communication (passing notes is encouraged!). Comm units can broadcast messages to all within X feet/miles. Some PC races have telepathy. Everyone has video cameras and microphones; some of these are always on (think body cameras/dash cams). Most businesses and many public locations (e.g., parks; public transport stations; etc.) are always recording. Video/audio storage is generally a non-issue.
Cross-posting this in general discussion as I don't think RAW weighs in: During play, our group could not agree on whether Blistering Invective would affect undetected opponents in the area. I believe the two sides of our debate were:
Dazzling Display would be a non-magical example of this issue. I do not believe the rules are clear as to whether an invisible/stealthed individual would be considered a foe. How do other groups handle these situations?
During play, our group could not agree on whether Blistering Invective would affect undetected enemies in the area. The two sides of the debate are, I believe, No: The caster chooses who their enemies are when casting spells that affect "enemies" (and likewise for allies). Because the caster was unaware of these creatures when casting Blistering Invective, they could not be harmed. Yes: The laws of magic determine enemies and allies, thereby making the distinction objective. Any creature wishing you harm is an enemy, while all others are allies. Perhaps this is already answered in the rules and we've just missed it? If not, how do other groups handle these situations?
I'm having difficulty understanding the RAW for Overrun. Looking at past threads, it seems there is general consensus that Overrun+Charge is not clearly defined, nor is there much clarity with respect to AoOs from movement surrounding the Overrun itself. This is what I think is supposed to happen: So a character/monster with Improved Overrun could OverCharge (assuming Charge pre-reqs are met) a target from up to (Move*2) – 5’ (you cannot stand in an occupied square), and continue moving in a straight line. Alternatively, that character/monster could OverMove a target from up to (Move – 5’) away, and move in any direction afterwards. In either case, the character/monster provokes no AoOs from the target of the Overrun. Thoughts?
Quote: An eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack. Source: Advanced Player's Guide So which is it? Does this apply to a Type of attack (e.g. all Bites, Slams, Claws, etc), or to a single natural attack? Other evolutions (e.g. Reach) are much more explicit, and clearly apply to just a single natural attack, but this one contains language for both type and individual attack.
The Problem: The 5-minute workday is a frequently discussed issue that tends to tip the scales of power towards full casters, namely Wizards, Sorcerers, Witches, Clerics, Druids, and Oracles. The generally accepted solution is for events to conspire against the PCs in such a way as to prevent this from happening. This solution promotes an adversariel relationship between the GM and players, and is not always conducive to the story line, ruining versimilitude. Solution: In previous versions of D&D, this problem was mitigated through lengthy memorization times. I believe it took a high level caster days to restore their full complement of spells. This was unsatisfactory from a gamist point of view, because Wizards had no more (fewer?) spells, but those spells were substantially more powerful than in recent editions. What about reverting the system back to the old memorization times (or similar), but granting casters more spells? What if it took multiple days, instead of an hour, to restore a full complement of spells? I'm thinking something along the lines of a caster regaining two or three spells per day under normal adventuring circumstances. The difficult part here is finding a balance between preserving the Wizards flexibility, versus eliminating the need for artificial reasons that casters are unable to take a break. It's much easier, from a storyline perspective, to explain why a week long break is too long to still proceed, versus an 8-12 hour break. Is this an idea worth pursuing? Do others have better solution ideas/implementations, that don't drift too far from the general D&D/Vancian spellcasting system?
So, as the title indicates, what's the general opinion on the limits of "reasonable" and "obviously harmful"? Is this a spell that is really intended for the battlefield? Example battlefield suggestions: "Protect Me" "Flee" "Trip/Overrun/Grapple/etc your ally" In my opinion, "Protect Me" and "Flee" have proven to be exceptionally powerful suggestions for a mere 3rd level spell. Even with the Will negates save. At any level, this spell has a good chance of changing the outcome of a battle more so than any other equal level spell. Here's the text of the spell:
Spoiler: http://www.d20pfsrd.com/magic/all-spells/s/suggestion wrote:
A player in my new campaign is interested in playing a Flame Oracle, but isn't pleased with the current Curse options. After discussing the player's concept with them, their suggestion was something akin to Charlene from Stephen King's "Firestarter". One idea we came up with was that anything easily flammable (paper/scrolls, rope, twigs, etc) held by the character for more than a single round bursts into flame. What do others think? To much of a hindrance? Not enough? If the above is "just right", what benefits would be appropriate? The Haunted curse grants some low levels spells, so some suitable ones might be: Spark
Another possibility would be the abilities granted by the Elementalist Wizard or Sorcerer or Fire Domain options. Other ideas?
So I love the artwork and the ability to switch the map cards around to generate different variations within each pack's theme, but I'm a vexed with how easy they shift around the table. Has anyone come up with a [relatively] inexpensive means of maintaining their versatility while improving their stability?
So I've been reading the rules, and I'm having a hard time figuring out when you should be rolling for surprise? All the time? Scenario: PCs are tramping down the corridor towards a door and throw it open. Behind the door is a party of whatever, it doesn't really matter. The room is well lit. Do the monsters get a Perception roll each round the PCs are advancing? And the PCs would theoretically get the same Perception roll vs the monsters? What are the base DCs? Presumably they're modified by distance and the material of the door. What about when the door opens -- is there another Perception roll here? DC 0, modified by distance? Does the party behind the door still have to roll for Surprise if they heard them approaching? What if the approaching party had stopped at the door and listened quietly for a few rounds?
So we exercised the Tracking rules tonight, and either we're missing something, or tracking is virtually a no-fail activity for anything with class levels that grants Survival as a class skill. Doubly so for a Ranger. The scenario: PCs are in a swamp (soft ground), and have stumbled across an unoccupied hamlet/community. While scouting around, they discover the signs of inhabitation, and hear the occupants returning. The group attempts to cover the trail as they return to their camp 2 miles away to discuss a plan. One, where are rules for obscuring tracks/setting false trails? I think the DM just applied a circumstance bonus (+2) to the DC, but that's pretty inconsequential, given how trivial the DC is at the end. I see the Inquisitor has has a class ability that applies a -5 to an opponents roll -- still not very significant in most cases. From what I can tell, based on RAW, it looks like the DC starts at 10, and goes down by 1 because the party is >3. So DC 9. +2 for hiding tracks. DC 11. So long as a character has a single rank in Survival, they can't fail to find the PC's camp, no matter how out of the way it might be. Even if we had left the village a week prior before the inhabitants showed up, it still would've only been a DC 18 Survival check. In real life, I imagine such a feat would be impossible (or at least more than a Take 10 for a low level PC) if the quarry had any skill in tracking themselves and tried to cover their tracks.
Ultimate Magic, p167-168 wrote:
How does the Duration aspect of this effect word work? Does this spell deal 1d6/level each round of the duration? If so, do you get two separate saves? If you get multiple saves, how does that affect the sickened effect?
Is it just me, or is Trip the most powerful and useful Combat Maneuver? Sure, Disarm and Sunder are nice, but there's a whole host of enemies that are immune. Virtually anything immune to Trip is also [effectively] immune to Sunder and Disarm as well. As for the rest (Bullrush, Overrun, Dirty Trick, Drag, etc), they're all so circumstantial as to not be worth spending feats on. And without spending feats on them, they're pretty much not worth using unless you've got reach on your target. What am I missing? How do these other Combat Maneuvers compete with Trip?
What does the word 'use' mean in the following context?
Pathfinder Core Rulebook wrote:
Does it mean attack with the weapon? Or wield the weapon? I personally think it should've been worded: "if you use your off-hand to wield a weapon". This makes it match similar wording earlier in the rules: "using your off hand to help wield a two-handed weapon"). Why this would matter: character makes a double move while 'using' a Buckler and a 2H weapon. Does the character get the Shield bonus? If so, does he lose the Shield bonus if he makes an AOO until his next turn?
So I created a L5 Magus for a new campaign, and we met for the first time tonight. Through the talky-talky parts of the session, the Magus was well equipped to participate due to a decent sized skill pool (INT 18, Human).
Spoiler:
A quick rundown of his stats: 25 Point Buy; Human STR 16 DEX 14 CON 14 INT 18 (15 +2 +1) WIS 8 CHA 10 Feats: Toughness, Combat Casting, Weapon Focus, Combat Expertise, Imp Trip
We got to our first encounter, and here's how it went: Round 1: Charged by Skeleton and it misses with a 15 (AC 16 Flat-Footed). I use a swift action for +2 Enhancement Bonus on my weapon, and then Spell Combat to cast Shield and roll a 16 (rolled a 3) to cast defensively, so the spell fizzles. I swing my Flail+1 , and hit dealing 7 damage (1d8+6). Round 2: Spell Combat again and succeed on the cast defensively for Shield. Roll a natural 1 on the attack: miss. Other party members finished this skeleton off. Round 3: 5' up to Skeletal Champion, and Spellstrike using Shocking Grasp: natural 20. Confirmed. 10d6+2d8+16 damage. 92 possible damage - we didn't even both rolling, nor did I take my 'free' swing.
My initial impressions are that this class is extremely powerful, and I feel somewhat bad playing it compared to the other members in the party. Getting to cast spells on top of getting a full attack (or two swings, one of them charged with +5d6 when Spellstriking) seems not quite balanced. And crits with Spellstrike is just absurd. A Magus with a Scimitar would be doing obscene amounts of damage every round at higher levels with Keen (from Arcane Pool enhancement) and a plethora of 1st level Shocking Grasp spells. Certainly my character is a bit of a 'glass cannon', with only a 18 AC unbuffed, but with Shield and Combat Expertise he's got a 23, which isn't horrible at 5th level. And he can fight defensively while casting Burning Hands or other save-based spells with little penalty for a 25 AC. And he still might even hit with his attack.
Can Chill Touch and/or Elemental Touch be used in conjunction with Spell Combat? I think it's pretty clear that at least one attack from Chill Touch can be used after a Full Attack with Spell Combat with a one-handed weapon, but what happens to the other LEVEL-1 touch attacks remaining? Are they all used during the casting of this spell? Or, if not, can Spell Combat be used again (and again, ad nauseum) each round until you are out of touch attacks? How does using Spellstrike work with Chill Touch? Would this let you use at least two Chill Touch usages in a single round? Or just one, and then you get a normal melee attack? It seems like Spell Combat is supposed to mimic TWF with spells, and Chill Touch appears to be a unusual edge case. I think some official decision on how these two features (Spell Combat, Spellstrike) and this spell interact is necessary. Depending on interpretation, this is either a staple spell for all Magi, a spell that is only used at 1st level and then shelved as attacking with a weapon is almost certainly going to be better than 1d6 negative energy damage, and every other 1st level spell's damage scales with level.
Looking at the Eidolon rules, a few things strike me as arbitrariliy constrictive, while evincing no apparent [to me] game balancing reason. I'd like to work within the rules as much as possible, without asking the group to create house rules, however. As such, I have a few questions: 1) Can a single Tail evolution have both a Slap and a Sting? The emphasis is mine. By RAW, it seems legal to me.
Tail Slap:
An eidolon can use its tail to bash
nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. Sting:
An eidolon possesses a long, barbed stinger
at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. 2) Is there any allowance for swapping base form evolutions? For example, trading Climb for Swim? I don't see any reason why a Water Moccasin style serpent is any less mechanically balanced from a Cobra. What about Reach (Bite) for Reach (Tail Slap)? Why they chose to attach 'free evolutions' to the base stats (err, sorry, "forms") is beyond me; I would expect these types of restrictions for a video game, not a P&P roleplaying game. 3) Are the base evolutions considered already applied to the Eidolon? Or is the Reach evolution just 'missing' the wording that allows you to apply it to N attacks? Or is the Serpentine Eidolan just paying through the nose mechanically for a 16 Dex with a bunch of required evolutions that are functionally useless in a number of environments? 4) Reach Evolution - does this limit the Eidolon from attacking adjacent foes with this natural attack? The rules are all over the place with respect to Reach. In one place it describes Reach Weapons as having a reach of double the creature's normal reach, and then later it describes the same modifier as a static reach of 10'. Even later yet it describes "Natural Reach" as a function of size, which acts differently from the 'Reach' property of a weapon. Which of these effects is the "Reach" evolution?
So we're starting a new seafaring campaign beginning at level 5, and I know the party contains the following characters:
Wizard Oracle Rogue I have three character goals:
Medium Armor or lighter Debuff enemy saves and stats I know this is a tall order, but surely someone can come up with something! Pathfinder CORE + APG + Magic Item Compendium + Stormwrack. 25 Point Buy. 10,500 Wealth. No more than one dump stat (7) please, and preferable everything at an 8+. Enforcer and Stunning Fist are promising, but I'm not certain that a Monk can stand toe to toe with any CR-equivelant mob(s) for even a single round, let alone three or four. My initial Monk build has a FoB at +8/+8, Stunning Fist DC 15, and an Intimidate check of +13. He's a great debuffer. What concerns me is the 19 AC (16 WIS, 14 DEX, RoP+1, AoNA+1, Dodge) and the 44 hitpoints.
Spoiler: STR: 18 (10) +2 Half-Orc DEX: 14 (5) CON: 14 (5) INT: 10 WIS: 16 (7) +1 Ability Increase CHA: 8 Enforcer
Cloak of Elvenkind
Brass Knuckles reads:
Spoiler:
These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them. By RAW it would appear you can use Brass Knuckles to deal nonlethal damage without suffering a penalty. I'm not sure this is RAI, however. Also, how does Disarm function with Brass Knuckles? Do you suffer a -4 penalty? What about if you're a Monk? Is it allowed to use only one of the Brass Knuckles so you could have a free hand to take the weapon?
Bestiary pp 303 wrote: Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally Does this mean to kill a Troll (or other regenerating creature) you only need to hit it with a single point of fire damage on the round prior to reducing its hitpoints to -CON?
Current build plan, 25 pt buy: Valenar Elf (ECS)
Feats:
I know I could have Manyshot if I dropped TWF, but I like the idea of using the racial weapon, and I can get Manyshot at 7. With a +6 DEX modifier, I'm at the MAX DEX of Mithral, and don't like the 10% ASF. What is a primarily martial AA supposed to use? Bracers of Armor? I don't have nearly enough spells, or CL, to even entertain the notion of using Mage Armor. And what's the point of giving Spell Progression when there's no way you can reliably use most spells until well into your teen-levels? Even 10% ASF is too high, IMO. 10% to throw away your standard action when you're only like to get 4 or 5 in a combat is crazy.
Would the benefit from Practiced Spellcaster apply when satisfying prerequisites for magic item creation? Example: Wizard 5/Rogue 3 wants with Practiced Spellcaster and Craft Wondrous Item would like to craft a Headband of Intellect (CL 8). Is this possible? What about without Practiced Spellcaster, but with the assistance of a level 8 Druid/Bard/Cleric/etc.? The magic item creation rules don't seem very explicit with respect to collaboration, or taking the +5 DC for each pre-requisite not satisfied.
Question came up during play: does a Flame Blade have the same crit range (18-20) as a normal Scimitar? d20pfsrd wrote: You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks.
I don't understand how this mechanic works. The Weird Science Inventions columns seem to indicate that the Artificer has a number of inventions 'by level', but in the Weird Science section I don't see any reference to limits on how many inventions an Artificer can create. Does this table mean that a level 3 Artificer has no more than 3 inventions? Two that each emulate a 1st level spell, and one that emulates a 2nd level spell? If so, does it follow that a 3rd level Artificer could instead have only a single invention, that emulates two 1st level spells and a 2nd level spell simultaneously on activation? Or two investions, one that does both a 1st and 2nd, and a second that just emulates a 1st? Or am I misinterpreting how this mechanic is supposed to work entirely? Additionally, does a high INT score effect these inventions by level the same as other classes' spells by level?
I have a few questions related to the Druid and its Animal Companion. 1) Do the rules state how many tricks the AC should start with? I know it has a limit of INT*3 + Bonus Tricks, and it has to start with at least the Bonus Trick, but I can't find any indication that it should start with any others. 2) A Tiger is listed as having bite (d6), 2 claws (1d4) for attacks. What can a Tiger use for a standard action? Is this explained anywhere explicitly? The GM is treating each claw as a separate attack, which makes the bite the only logical choice when choosing between bite, claw, or claw. I would think the 2 claws are a single attack, but I'd need documentation to support that. 3) When grappling, a character has the option to Damage, which allows you to inflict damage from a natural attack. I imagine this is related to the answer for question 2. 4) How does rake work? It states the creature gains 2 claw attacks. Are these rolled like normal attacks against the grappled opponent when you choose to Damage? Or is this intended to be automatic damage? Can these additional attacks be used if you choose to do something other than Damage (e.g. Pin)? |