Since this ability is a free action that Im assuming you have to use during your turn....when exactly does the the power end?
Inspired Moment (Ex): At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry.
Does a creature with Pounce have to make all its attacks on the 'target' of the charge or can it use its addition attacks on anything within reach?
PS we just went through the Haste+Pounce argument. I think its dumb that they would work together for an extra attack. The Eidolon already does more damage than the rest of the party combined.
yep. give cover as normal. if the attack hits the 4 ac gap between normal AC and cover, you potentially hit the person between. Compare the attack roll to the 'horse's' ac and if it hits, you hit the cover.
Interesting. Do you use this in all cases? Like if you shoot through a friend you might hit him? Is this a house rule or in the book somewhere?Either way I like it though it might be abuse-able to get extra chances to hit things.
Dimension door says Saving Throw: None and Will negates (object)
Does this mean I can Door away with and object someone is holding (assuming I manage to be touching or grabbing it)?
Or is it just referring to sentient objects like smart swords?
Also, Dimension Door says After using this spell, you can’t take any other actions until your next turn.. Does this just refer to the caster or include passengers?
Burst spells that require a Reflex save mention that cover from the center point gives +2 to that save.
-Does that mean if you are behind another player (or enemy) from the middle of the Fireball you get +2 to the save?
I am also confused about Line of Effect.
I dont see how the Ogre in this pic can draw a line from any corner that doesnt go along a border to the bottom right corner of the Rogue.
The example claims the Ogre can hit the Rogue with reach to avoid Cover.
Im playing Glory Hound Adain.
But this has brought up some odd questions.
I have a two handed weapon called Spellbreaker. I believe it is from WoTR AP5.
The end of the text says,
Now does this mean if you are expending a Mythic charge during the attempt you get a free upgrade to a d20 -OR- does it mean you have to spend a Mythic Charge for that upgrade?
While I feel it reads the second way, that seems like very redundant text since that is what spending a Mythic Charge generally does anyway.
I have a weapon that cancels all of a monsters veteran bonus.
We just did a scenario that adds 1d20 to the difficulty to all monsters that have a veteran bonus.
The question was would this weapon cancel that scenario bonus?
(I dont have the game here, I want to say the weapon is called The Blancher. Two Handed pick, WoTR AP 4 or 5. And I unfortunately cant give you the exact wording either.)
I think the lancer is the best for safely winning the scenario's. The game is generally a race against the blessing deck and a Lancer can really cut into the location decks fast.
That being said Im going Glory Hound! You will not be touching my weapons....gimme that!
John Davis 2 wrote:
Maybe not yet. But Ive been looking ahead at the Adain(Lancer)
□ Recharge a card (□ or put it on top of your deck) to search your deck or discard pile for a card that has the Mount trait and add it to your hand.
□ On your turn, discard a card that has the Mount trait (□ or put it on the top of your deck) to move to another location and examine the top card of that location deck. If it is a monster, you may encounter it.
With these two powers Adain can go around to every location and fight all the monsters off the top of every location every turn. And then leave any thing else revealed for the other players to exploit.
True you might run in to the Villain a few times before you corner him but rarely has anyone used any Mythic Counters up until the last fight. Its just too nice having +3 to every roll.
My average melee pool with Adain in AP3.
I just hope everything starts getting harder.
We had a player fall to his death for 10d6 damage. He was wanting to apply 10d6 damage to each of his items.
Ive scoured the intertubes and cant find any set rules for this kind of thing. While I could see some items not surviving the fall, I seriously doubt your dagger, every wand you have, your cloak, and your underwear would break.
I did find a chart that showed how much damage a falling object did to your character if it fell on him. It states this item takes equal damage. It was not based on distance just size. I thought to perhaps reverse engineer that chart to determine how much damage items would take from falling, but it did not go below Small.
Donny Schuijers wrote:
Oh, I thought I could use it on any check as well.. So I could burn a charge as Mythic Marshal to get a 1d20 on a Knowledge check. Good to know.
Did you mean to type 'couldnt'? From what he is saying Marshal cant do it on Int (Know) checks. Just Str and Charisma based checks.
I tried to use these against a Large flying winged creature. Im wondering if either could cause a fall. At the very least it should count as a DC 10 Fly check from being an attack? That would only lose you 10' altitude.
I wonder if either could count as a collision from a object of the same size for a DC 25 Fly check.
Push just says makes a Bullrush so Im assuming I can only target a creature one size larger than myself. And even if it was considered 'an object' that it would be medium.
But Torrent says it can push a creature of ANY size, so I was thinking this maybe could be compared to a collision, for a large creature, equal to or greater than its own size.
Yes, thanks Joshua for articulating that.
Other nerfs I thought up that might help balance the power.
-Can only use this power on adjacent locations
Even if I used all 5 of these nerfs I still think the power would be great and would have no problem using it.
I self-nerfed the power and played the last two scenarios saying that if I wanted to encounter the boon I have to discard the divine card instead of recharging it. But this still was a no brainer on picking up blessings and most spells/allies.
Even with my self-nerf I still think the power is too good. In the future I may just get rid of the power and pick something else. We finished scenarios 3 and 4 of Pack 5 with about half the blessings left each.
It maybe would be different if the Stargazer wasnt that great at other things but I wreck house in multiple combats with Flame Sphere. I smash Barriers with Skull Anchor and Find Traps. I pick up allies with ease having a d12+4 Charisma. I slap down Storm with Control Weather anywhere on the board. I heal, I bless, I have a backup Gem of Charisma for anything else. I have 8 cards!
Exactly, what Im really looking for is better duration. I dont see why it couldnt even just be 1xCL rounds.
Not sure about item creation.
"Cold Steel (Sp): At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier."
50 pieces of ammunition that you have to use in a small amount of rounds?
So my 5th level Sorcerer can 'waste' a standard action and get near the melees to give another (or self) 2 swings of a frost bonus (d6) instead of...casting a Lighting Bolt or Haste? Seems very underwhelming.
And then at lvl 9 its half duration for a benefit that only works on a crit.
Id like to be able to either
I guess it could just be something to do after you are out of spells...
I just got the power on Alhazra that lets me encounter boons when recharging a divine card to look at the top of a location deck on my turn.
Since having this power the first two scenarios of adventure pack 5, Skull & Shackles, have been seemly, way to easy. With my hand size of 8 I can encounter my own location until Im out of attacks and tricks and then just scour the top of all the other decks for boons with my remaining divine cards. Ive had turns where I removed up to 6 cards off locations.
I already feel this game is too easy. Even though its coop I like to have the feeling of danger and failure. But now this new power seems to just wreck house.
Anyone else notice this power makes scenarios too tame to complete?
My group can all fly. We use these methods.
Boots of Flying
Haste and Blessings of Fervor both give +30 movement. Which of our characters benefit?
Obviously my Pegasus gets the move buff because it is cast on it. But we are unsure who else would get the bonus.
I am in a campaign that has an elite group of Paladins that ride Pegasus (The Pegasati). I am one such Paladin, but there are no real rules for this. The GM left it up to me to development my own mount.
Here is what I did and the result. Let me know what you think.
I am lvl 10. A Horse has CR2 and Pegasus with Mighty Stallion Blood has CR4. So I took the difference of lvl 2 and lvl 10 on the Druid Companion chart (3-8) to determine what I added to the stats.
28 22 24 15 18 17
Feats (in this case a Horse and Pegasus both start with 2 feats so I took the full extra 5 for a lvl 10 Companion)
HP 10d10+70 (170hps, we get max HPs in our campaign)
Init +6 Perc +14 Dark 60' Low-Light, Detect Good/Evil, Scent, Sense Motive +10
Bite +16/d3+9 Hooves x2 +14/d6+7 Multi-attack
Let me know if you see anything I could have done better or cheated on.
Paladin spell, lvl 1.
It says "A creature cannot benefit more than once from the same casting of this spell."
Do you read this as cant gain the bonus more than once in the same game round (by moving back and forth on it) or once total over the course of the entire spell?
Im going to try to add another question to this thread rather that start a new one.
Given wide open sky with no obstacles, can a flyer that is facing the wrong direction turn around to charge an opponent? Its not a straight line but it is the shortest route a flyer can take to get there. Oddly Flying is the one time facing matters in Pathfinder since you can only turn 45 degrees per 5' move without a fly check.