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blackbloodtroll wrote:

That free movement, and constant state of threatening is pretty powerful though.

I agree that it is, but I don't see any free movement here. The player must use their movement to maintain their grip, and a double move if they'd like to scale the beast. I also agree that it's ultimately up to the my GM. If he says nope then I repect that and will come up with something else. He and I are good friends and he has never said that I can or can't, it was a question I posed and he didn't have a good yes or no answer. Flight its tough to combat at level 6 and the dragons's shut down all our ranged attacks with it's annoying fog wall. So I'm simply trying to find a way to even the odds a bit. This came to mind. I posted this as an opinion piece to the community and many agree that grapple doesn't apply and that climb vs CMD seems fair, and a few vocal people say that it does. I'd like to thank all of you for your opinions and thoughts on the matter. My DM and I have been looking over the replies and he will make an informed decision about the topic tonight. Once again thank you all for your opinions.


I think the cling rule posted earlier makes the most sense. I see it working out fairly as the clinger is hindered to not being able to keep hold and move with out takeing a double move action, and because clinger is grappled you can't make full attacks or use two handed weapons. While the monster (in this case the dragon) is still free to do what ever it wants, fly by attacks, hovering, burrowing, breath weapon and so forth.


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Also not having facing rules is REALLY stupid.


Gnomezrule wrote:

All of your examples are exactly what I mean be wrestling, using your strength to manipulate another.

Climbing a dragon attempts to stay on the dragon not manipulate it or over power it.

That is my point exactly. I'm in no way trying to overpower or manipulate the dragon. Simply holding on for dear life all the examples that blackbloodtroll makes are all wrestling and manipulation.


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My end goal is to climb to it's back (ala shadow of the colossus) hold on tight ( or possibly tie my self to it with a grappling hook) and hit it with a hammer, while the dragon continues to fly around and do his dragon thing. I don't feel that grapple applies as I'm not trying to pin\lock\move\or stop it from attacking, nor do I think a medium sized player should be able to EVER do these things to something as large as a dragon. I'm fine taking AaO and having to make a hard climb check. Cause as you have all stated that it doesn't want to be climbed. I think subsequent acrobatics or climb checks would be in order as it's trying to fight me off it but it still seems like a possibility.

Another question has arisen as well. If I'm behind the dragon in the air (wizard has cast fly on me) and move out of its threatened square do I take an attack of opportunity? The reason that I ask is is says in the fly skill that for a creature to make a 180 it has to make a fly check and spend 10 feet. It seems to me that if I'm behind it it can't make a a bite attack on me as I'm 5 feet behind the dragon and it would have to make a 180 to get me with the bite. Tail slap makes sense I'm pretty close to the tail. If this is the case it seems to me that it would have to make a fly check and spend 10 feet of movement since it can't spend movement out of turn it can't do this hence I can't be bitten. Is this correct?


blackbloodtroll wrote:

Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Reposition, Steal, Sunder, and Trip.

None of these should be replaced with a skill check.

My point is I'm not trying to grapple the monster though simply climb it. I'm not trying to give it a grappled condition, not trying to pin it, not trying to stop it from moving or attacking simply trying to hold on to it's person.


I think what you are saying Ziere makes a lot of sense. That's how I feel about it as well but our GM is interpreting grappeling oddly. He's saying any grab is a grapple, but I'm not trying to grapple it.

I'm looking for opinions on this as there isn't really a RAW for this situation. Please keep your feedback coming community! Thanks!


Thanks!


So is the number of the monster's fly skill (for example a 9) with a maneunerability of poor mean that the creature has a -4 to all fly skill checks or is that -4 already taken into effect with the number shown on it's flight skill? In this case a creature with fly 9 (poor) would only get a +5 to any fly check? Is that correct?


My DM and I are going back and forth on this. We are currently fighting a white dragon and I feel as I should be able to scale the dragon and get onto its back with a climb check.

The climb dc should be 20 or 25 it being an uneven surface that is moving. He says I have to grapple the dragon. My argument on this is that a grapple is to inhibit combat ability of the graplee.
I'm not trying to lock it, move it, or inhibit it's ability to attack me in any way shape or form. Looking at thing like dragons dogma or god of war where you can grab your foe and scale them.
This happens in movies and books. I don't see any reason why I wouldn't be able to climb the dragon and get on it's back. I've seen it done in 5e and can't see any reason, out side of the rules not having a clear cut rule for such an action.
I thought I'd throw this argument to the community and see what you guys think.


Sorry for the multiple post my internet was being stupid.


How does one actually activate a feather token? Is there a magic word that turns the feather into a tree or a boat? How does that work? I also have some fun ideas on how to use these, I was thinking of wrapping sling bullets in feather token anchor so I could essentially sling and anchor at the baddies. Further more Could I fletch arrows with feather token tree and have the arrows turn to trees? Thanks for your opinions and thoughs.


StreamOfTheSky wrote:

I'm running an D&D 3.5E adventure path where the part gets an artifact sword that gains power as the one it is bonded to grows in level and changes into whatever sort of weapon the bonded wielder wills it to. As written, it got +5 in enhancement by level 20 and got some special properties related to its original fluff/flavor. But...I changed that fluff considerably and the very appearance of the weapon itself (was: a weapon made out of finely crafted wood that's stronger than steel; became: weapon w/ finely crafted wooden frame that produces a blade of pure light energy....a light saber, heh) and wanted to make it more powerful b/c it seemed a bit underwhelming, so I sped up the enhancement progression slightly (still goes to +5, just earlier) and gave it a bunch of special properties worth a total of +5 and a 6th that was like a 12000 gp flat cost.

Here is the original version, and my upgraded version, if you want. Has some spoilers for War of the Burning Sky.
** spoiler omitted **...

I like the second one as a template. Just a couple questions though. The levels are they representative of the character level or the weapon level (I'm assuming character) I'm looking for the enchantment bonus for these powers so I can change it up to fit my character, brash for example is that a level 1 or 2 enchantment bonus or something else. Thanks!


Kiinyan wrote:
Not to spoil too much but by the second book you actually find a weapon that grows as the AP progresses. What kind of weapon are you wielding? Also, if all else fail, the bladebound magus is definitely something you should compare to.

We finished the second book, and unless you are talking about Sushuin we didn't find anything like that. My character uses his father's Nodachi.


So my group and I are currently playing through the Jade Regent adventure path and it's been awesome. We we first started out the DM and I worked out that my characters sword was ancestral in nature and was an artifact of sorts.
The idea was to make it his signature weapon that would grown in power as he does, making the connection between character, sword and family a strong concept and background for the character. A lot of video games a character can up keeps the same weapon and it grows stronger as the game progresses in one way or the other. This is kinda the concept we were shooting for.
The DM and I have kinda been fudging this as we go but we recently decided we need to come up with a more concrete set of rules for the sword to level up, so to speak. So I ask you wonderful folks of the pathfinder community, how would you recommend we handle this, maybe there are rules out there somewhere already, that I'm not aware of.

Thanks for your input and advice.


For being the Assassin's big ability it seems pretty worthless at lower levels. But most PRC's are weak and a little lame in Pathfinder.


Strannik wrote:

Can you give a link or something for Death Strike? I'm not seeing it anywhere.

Are you talking about class other than Assassin? B/c there isn't a Death Strike there.

DeathAttack. My bad.


Well the title explains it all. I don't think they do based on how it's presented in the book but I could see it both way. So..What do you say community?


I didn't think it would but I just wanted to check cause I know that's gonna come up. Thanks.


I know a drider is a warped drow through magic and poisons and what not. SO do they still count as drow for things that target drow? Such as drow bane weapon, or a ranger with drow as a favored enemy?


Thanks guys.


EWHM wrote:
Did the deceased have a will? A next of kin? If so, they should get the loot. If not, well, what would the pcs do if they found a random body with magical loot on it on a battlefield?

No the dead guy was a member of an assassins guild that hunts drow. He was killed in the underdark, and the guild is none the wiser at this point.


I'm running a game and a character died, the player then rage quit the group. He had some good gear, I feel as though the other players should be able to loot his corpse, but I fear if they get all the stuff he had, its going to overpower the existing players? What are your thoughts on this Pathfinder Community?!


The barbarian level was mainly for fluff, but i see your point 2 levels make a lot of sense.


Thomas Long 175 wrote:

Armored Hulk

Edit: Or, if you prefer, making your armor with mithral will knock it back down into the medium range giving you fast movement back.

Hadn't considered that. Not a bad idea.


Abyssian wrote:

A feat? Not that I'm aware of. Have you looked at this archetype?

EDIT: 15 second ninja'd.

I hadn't seen that, while its cool I don't think it's up my characters alley. I only really have one level of barbarian and kinda wanna keep it that way. So I was hoping to take a feat using the millions of fighter feats I get to off set the loss of fast movement when I get some full plate.


Is there a feat or something that will allow a barbarian to retain his fast movement ability if he\she is wearing heavy armor? I have a fighter\barbarian and I want the extra armor for livability but don't want to lose the fast movement if possible. I haven't seen a feat yet but I know I haven't seen everything there is.


GeneticDrift wrote:

I wouldn't give up my super horse for sword saint.

I just finished JR with an order of the cockatrice samurai. He was awesome. I think your order matters a good bit when building a character. There was a thread a while ago on builds...

You were acutally able to use the horse? My experience is you end up in a dungeon with no room for it to move or charge or any of the things a horse is good for.


lucky7 wrote:
Sword Saint

What book is that in?


I'm currently playing a fighter/barbarian in the Jade Regent path. The plan was eventually, the character would become a samurai. The issue I'm seeing is there aren't any archetypes for it yet, and well..Mounts are stupid. There I said it. You almost never get to use them and they aren't that great unless you have a bunch of ride skills and feats. Also

I think the mounted archery isn't that great due to my opinion on mounts. Are there any archetypes out there that I'm not aware of. I haven't picked up a new PF book since Ultimate Combat came out.


DM_Blake wrote:
As for the healing bomb, it's a splendid idea and at that level it will do less healing less often than a cleric of the same level, so it's not overpowered.

Thanks, I thought it was a good solution. On a separate Alchemist related note. If you have the Vestigial Arm discovery can you then wield a two handed weapon and a shield?


Mazlith wrote:

Alchemist has cure light/mod on his spells lists. Just use wands of cure. Problem solved.

Alchemist also has brew potion. Brew some potions and give them to the other PC's that way if the Alchemist doesn't want to use a wand in combat, they can heal themselves.

Potions suck in combat as it's a standard action to quaff the damn thing.


In the game I'm running one of the players wants to make an Alchemist as the healer. The party is missing a cleric and the player doesn't want to make one. His idea is an alchemist healer. The alchemist isn't a great healer and wouldn't be able to keep the players healed up. He proposed a healing bomb. I don't see an issue here but I wanted to ask the public if they see an issue.

We decided that healing bomb would take require an alchemist discovery. A healing bomb is then thrown at a target, if the bomb hits the target it heals the target for the damage a normal bomb would do at his level, 5d6. IF the bomb misses no damage is healed and it doesn't splash heal. The alchemist only has a 10 bombs a day at that level. SO he could potentially heal 10 times a day. But that would use up all the uses of his bombs for that day, so there is some resource management between using bombs for healing and using them for damage and other effects.

With all the bombs types the Alchemist can get it seems like healing bomb is a no brainer and the lack of it as an over sight. Do any of you see an issue with this mechanic as far as being overpowered, or broken? Thanks!


In 3.5 when you cast a touch spell you could roll a d20 and on a natural 20 the spell would be a critical. This worked on damage and healing spells, looking through the pathfinder rules it seems as this rule is still in effect but only for damaging spells? Can the clerics cure light wounds spell no longer apply a critical healing effect?


Ilja wrote:
Yes. Best debuffer in the game.

As a DM I really HATE that Hex of Misfortune.


Well the witch is just mean as hell then isn't it.


Looking over the Witch and I see that hexes have a dc for saveing throws, and I assume that you only get to save vs a hex if the Hex specifically states you can make a save. Is that right? I'm also wondering if something is effected by the hex of misfortune, does the target of the hex get to make a well save every turn it is hexed or just when the hex is first placed upon the target. So if cackle is used to extend the hexes duration does the target get to continually save vs hex? I also assume there is no save for cackle since it isn't specifically stated. Thanks for the clarification.


Can a Roper grapple a target with it's strands? If so could the roper then throw the grappled character?


MurphysParadox wrote:

It is usually best to add more creatures rather than trying to buff one creature. Say there's a fight with an Ogre; if you're worried it will be too easy, add four goblins. The goblins won't necessarily do much to the players, but they can engage the melee types for a turn or two, which gives the Ogre more time to bash a player. The goblins can also team up and go into the backfield to threaten a caster or archer, drawing a major source of damage or control away from the Ogre.

Per Ascalaphus's points, upgrading the Ogre just makes it more likely that he'll one-shot a squishy that gets too close... or dies anyway because he can only do one thing to the party's 5+ things.

And, really, it is far less book keeping to just add a few monsters than trying to rework the stat block of the existing monster.

Ok so lets assume the fight consists of two cr 10 monsters, how would you fill that out? Would 4 CR5 monsters do the job or would that over power it?


DrDeth wrote:

With a larger group than four, many have a rule that only one ‘cohort/pet/summoned’ etc per player (this applies to BBEG too).

Some go as far as banning companions, and no more than one summoned creature per side, but that’s generally for even larger parties, such as 7 or 8.

What are you players running?

I also suggest you run a PF path for your first game, not a 3.5.

My players consist of a Paladin, A Druid, a Rouge\Ranger\Assassin,a Witch and a Sorcerer.


Nebten wrote:

Are you are a new DM to D&D/RPGs in general too? Are your players brand new RPGs?

City of the Spider Queen is quite a task to take. It starts at higher levels too. Why did you select that module?

My group and I have been playing D&D for a varied amount of time we have a guy who has been playing since 1st edition and the rest of us have been playing since 2nd edition AD&D. I chose this module because I've played through it before and love it. My Group has never played and we excited by the concept. I've never really made a serious attempt and DM'ing just the off the cuff adventure time and time again.


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Hi All,
First time on the Pathfinder forums glad to be here. Anyway, I'm a new DM to Pathfinder, and since I always liked it have decided to run my player's through City of the Spider Queen from 3.5, as it's my understanding that Pathfinder is compatible with OGL 3.5.
Conversion has been really easy so far, but the original adventure was written for 4 players, my group has 5 players, two of the players are summon monster fanatics.
I'm currently worried that with 5 players, plus any monsters the player's summon, as well as the druid's animal companion that the monsters are going to get completely over run. Is this a valid concern? If so what might you guys suggest I do to balance things out a bit? Thanks everyone!


So is it better to get Vital Strike and not use full attack then? I could see it being better when you only have a standard action, but is it better than a full attack with 2 or more attacks?


Thanks for the clarification, I missed the fact that you don't have to down the opponent any more to use cleave, that's handy at low levels.


Some of you say yes some of you say no. I'm just as perplexed as when I posed the question. lol. I assume you don't get the bonus...


I have a fighter with Power Attack, Furious Focus, and Cleave. What I want to know is as follows.

I attack and down an opponent using Power Attack and Furious Focus, this gives me a free cleave attack, I know I can use Power Attack with Cleave for extra damage, but does Furious Focus still negate my power attack penalty to the cleave attack or does the penalty from power attack kick in because the cleave attack is considered a second attack?

Thanks all.


Rogue Eidolon wrote:
People said Fighters don't get any love. To prove them wrong, here's my Fighter Guide link!. The scope of the guide is only the most basic Fighter builds (Archery, Two-Handed, Sword and Shield, Two-Weapon Fighting), but you can use some of the tips to help with a variety of different build types.

Perception isn't a fighter skill, yet you have it marked as blue? Also I fail to see how deadly stroke is better than Vital Strike could you please elaborate on this?


Alright, one last question. If I crit with a power attack, is the power attack damage multiplied, and if I crit with a vital strike how does that work? Would you roll normal crit damage with an extra ,forgive my 4e slang, 1[W]damage tacked on at the end?


So you could Charge + Power Attack? Also what is the damage shake down if your vital strike lands a crit?


Hi All,
I'm building a fighter and was wondering. If I'm attacking with a Vital Strike can I also make that a Power Attack to get an extra bit of damage in. I was also wondering if I can use Vital Strike as Part of a Charge, and if so if I can once again stack Power Attack on top of it? If so that seems like a pretty mean combo to use on a target that is with in charge range. Thanks All!

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