![]()
![]()
![]() brassbaboon wrote:
Hence the "Que PC's" up above. :-) - Most gods do not act directly but guide chance and fate. ![]()
![]() LazarX wrote:
Ah, yes, but you only need to place a single rank in it to be able to make the item, and then wear that and enjoy full ranks. :-) EDIT: Oh, isn't this also a "requirement" that can be sidestepped during creation by adding DC? ![]()
![]() Yes. You can 'hold' it but not 'wield' it. If you used it to hit someone, you would use it as in improvised weapon that is too big. That 1d8 at -6 to hit and can't use any enchantments on the weapon as you are not using it as much as clobbering with it. Oh, and if in your offhand youd take another whopping penalty to hit on top. ![]()
![]() 0gre wrote:
While you have a point, I have a counter. If you Jump, you ignore difficult terrain. Jumping can be done as part of a charge. If you are a Pouncer and live by your Charges, you will/should also have maxed your Acrobatics skill to a degree where you can make standing horizontal jumps of 10-15 feet for just the purpose of avoiding being hindered by difficult ground. So, while you certainly have a point, it becomes moot by a certain level once acrobatics is high enough. As for the OP and his problem, the Pouncer will remain powerful but will lose impetus as the rest of the party gets high magical bonuses on their weapons and more iterative attacks. Compared to a Cavalier with a horse and a lance, the damage done by pouncing is certainly matched and probably surpassed once his lance has a higher magical plus than each claw of the pouncer. The cat will never get iterative attacks, since he uses all natural attacks. His only way to gain more attacks is by growing more limbs. He also has issues with reach. He will get hit by AOO's when charging stuff with reach, and these critters should consider tripping him if they have the ability. ![]()
![]() Beckett wrote:
You are mistaken. The skillpoints for Inherent INT are retroactively added. You are correct about max ranks in a skill, but your modifiers to that skill, do they stack on top?
![]()
![]() Stynkk wrote:
I completely agree. During your round you shot with the bow. At this time, you also count as "wielding" another weapon, but you do not use it presently, so there is no TWF penalty. Later, in the opponent's round, they provoke an attack of opportunity from you. You may make that attack at normal, unadjusted, attack bonuses and you may make the attack with any weapon you count as "wielding", that is not a ranged weapon. - Here; boot, spike or other. - No TWF going on, no penalty. ![]()
![]() That does have a certain simplicity to it that is appealing. It does also kill off any ability to "refill" them using fast healing though. - As you do not really have the Eidolon's HP's, you have a buff of temporary HP's that just happens to match the HP of the Eidolon Hmm, how does these temporary hitpoints stack with other temporary hitpoints? ![]()
![]() Varthanna wrote:
Half-elf also gets 5 more Evolution points via his alternate favored class bonus. (Over the 20 levels, 1/4 per level) ![]()
![]() Ravingdork clarifies it well. If you have the ability to create a situation where you meet the requirements, you may take the feat. You do not need to be able to persist that situation indefinitely. Being able to use a minute when you wake up and then have the prerequisites for the desired feat should be more than enough to claim that you meet the prerequisites for the purposes of taking the feat. - You probably don't sleep with your belt of STR or headband of INT, do you? - So casting an all day buff when getting up in the morning should qualify just as well as a persistent item bonus does. I agree with Ravingdork, you have to be able to produce the requirements before you can grab the feat. You can't take it if you do not yet have access to a way to meet the requirements. ![]()
![]() Actually, you do not have to be able to meet the requirements to take a feat. You just have to be able to rationalize that you have a readily available method to meet the requirements often enough to train it. - And the Eidolon is That. This is similar to having a magic item that grants +STR. With the item, you meet certain pre-regs., without it you do not. When you do not meet the requirements, the feat is passive and not usable. When you do meet the requirements, the feat is active and usable. ![]()
![]() I believe you are mistaken about Shadow Illusion Kalyth. It could easily had read: "CL equals your SD levels". But instead it refers to the character and states to use that level as CL. "the shadowdancer's" encompasses the whole character, whom is a Shadowdancer, and not solely your shadowdancer levels. ![]()
![]() Some call me Tim wrote:
There is a Feat that allows you to gain a x1 STR modifier on off-hand attacks. So, what would you do then? There is no way to make Power Attack do more than 1 for 1 in damage on off-hand attacks and secondary natural attack. Just mentioning this, because the multiplication rules are not defined anywhere. I suppose the most RAW interpretation would be to take all applicable multiplication rules, apply each to the original number and then add the increase/decrease. ![]()
![]() Adopted is just a designation for a period of some length where you lived with and among another people as one of them. Writing it into a backstory pre-gamestart is relatively easy. Cheesy, yes. RAW, yes. It is not even optimal though. any time your Eidolon has an even number of allowed Natural Attacks, you will be forced to add a tentacle or other single attack. Going with several paired Claws is the optimal choice due to Weapon Focus, INA Claws and so on. ![]()
![]() ThatEvilGuy wrote:
That is both awesome and broken! :-) ![]()
![]() Laurefindel wrote:
I agree. "Disposable" minions also cover hired mercenaries, once you go evil you don't care if it is living or undead when you throw it under the grinder. The OP's character is Evil. Even if not a Paladin, the rest of the "good" world will oppose the OP's character if he flaunts his evil ways in their face. This is not a character issue, this is an issue that needs to be solved OOC: - "Hey guys, are we playing a group of Heroes or is it cool if we play evil villainous necromancers?" ![]()
![]() Purple Dragon Knight wrote:
No, I disagree, this is not the same at all. This introduces rules for Bucklers, which cannot normally be used to shield bash with. Normal shields without spikes get the line of shield bashing feats to work with. Normal shields WITH spikes only need the shield feats that allow you to attack with it without losing your AC for the turn. You can in every turn declare which weapon is your main hand attack. If you desire to combine attacks with that weapon with other attacks available to you, the type of these attacks determine the off-hand penalties you have to suffer. For example, using a Light weapon in your off-hand vs. using a One-hand weapon. If you do not actually USE the other weapon in that round, then you suffer no penalties to attack. ![]()
![]() Instead of upping the individual monsters, also throw in more monsters. Whenever you would send in a BBEG, give him a few waves of mooks to help him get concealment and avoid getting flanked/alphastruck by charging mounts and stuff. Use terrain baffles, having a few boulders with just a 5ft gap between them is also awesome to limit charge lines. My group of semi-optimized characters dealt more than 150 points of damage in a single round @ level 5 versus a dragon with AC 21. It had turned invisible and then struck our entire party with its breathweapon, nearly killing us all in one strike. But in doing so, it was in melee range of me, our rogue flanked, our cavalier charged and our wizard nuked and our Cleric AE healed. Never ever use a BBEG in such a manner. ![]()
![]() I have a question in the same line... Does the caster have to be able to SEE his targets or is it enough if he knows where they are? For example, our rogue had gone into the shrubs, still in range but hidden even to our perception and knowing where he was. Could our wizard have hit him with Haste even so? ![]()
![]() But why not just use the first bonus attribute point your animal companion gets for that? The +2 is much better spent in STR in most cases. With the lagging HD compared to PC's, companions need all the to hit bonuses they can get. Or was this solely to get the Adopted Trait and through that the Bite attack? - Most good animal companions already Have a Bite attack. Yes, funny, not optimal though. :-) ![]()
![]() Legal and not cheese. Now, grab two levels of Ranger with Natural Attacks style and get a matching set of claws on your feet. Now you are rocking the cheese. The most efficient way to maximize the use would then be to take Alchemist from there on out, to get two more claw attacks. Alternatively Sorcerer/Dragon Disciple. Eventually your Bite attack will be replaced by the class features anyway. Natural Attacks are not really worth it unless you get all 5 up and running. (As secondary attacks they only ever add half STR) ![]()
![]() If you want to make the AOO WITH the bow, then you need to look at the Zen Archer lvl. 9 ability. If you just want to threaten squares next to you and make a passing slap at someone passing, then armor spikes are the cheapest option. Well... If you do dip into Zen Archer for the first three levels of awesome, then do note that you get the ability to attack with any body part as an unarmed attack. You do not get to Flurry in melee, but your unarmed attacks do get a neat boost. ![]()
![]() Ravingdork wrote:
I believe RAW does explain this quite well enough. There is no case where an action you take in one round limits you in the next. In addition, there is no handed-ness, so primary hand is what you choose it is. In any given round you only have one Primary hand, but there is nothing in RAW that stops you from picking another in following rounds. Ravingdork wrote:
On this part your clarification is correct, my comment did assume the user would try to do that classic one-handed mainhand and light off-hand combo. ![]()
![]() I agree with Wraithstrike on this. The simplest is to interpret it as a simple replacement of the relevant attribute for the relevant values. Oracle Lore may use CHA for AC and Reflex Saves but NOT for CMD Oracle Nature may use CHA for AC and CMD but NOT for Reflex saves Neither of them get CHA to inititative, to hit with ranged and so on. ![]()
![]() Quatar wrote:
As if speaking Celestial in combat is a problem anyhow... It is one skill point spent from each of your allies. ![]()
![]() If you only make one attack in a round, it is a primary attack, even if you make it with your shield or boot or whatever. Generally any attack that is in addition to what you, the player, decide is your primary attack for the round, is counted as an off-hand attack. So the sword and boarder might use his sword as the primary attack in one round, but in the next he can choose to lead with the shield as the primary weapon and the sword as the secondary weapon. Bootknife, shield spikes, armor spikes and similar are often used as off-hand weapons as they all count as "light" and therefore lower the penalty for fighting with more than one weapon in a single round. Note that the sword I mentioned above, if it is a one-hand weapon, will give a greater penalty to all attacks made that round, if it is used as the off-hand weapon. AFAIK Iterative attacks granted by high BAB can be made with whatever weapons you wield and be flexed between them in any given round as you see fit. ![]()
![]() It is meant to be two parallel items that just happens to be ducttaped together. Tally each one separately and just be glad you bypass the markup for having two effects in a single item slot. The weird only begins when you find shield and weapon enchantments that enhance attack and defense respectively... Not to mention that there is a way to use the shield enhancement offensively with various feats and class features. ![]()
![]() LoreKeeper wrote:
Given this: End one A.1 = Bright light
As B is unaffected by A(all) and C(all), casting Darkness on B will make that area Supernatural Darkness in illumination level. It is now impossible to see from A to C. Casting Deeper Darkness would have the same result. It would actually be at Supernaturally Dark +1. If we took a normal candle (giving Dim light) and took it to the edge of A.3, and another to the edge of C.3, and assuming we do not put them (their source) inside the darkness but assume their illumination radius meet inside the darkened area, then; The illumination level under the Darkness spell is increased from Supernatural Darkness to just Normal Darkness. - A character would now be able to see the light at C from A, but only in the area where the candle radii overlap. A Deeper Darkness spell would still be at Supernatural Darkness and thus impenetrable. That is based on the fact that you can see a cigarette butt pretty far away in Normal Darkness, even though you can't actually see in Normal Darkness. It could be argued that magical darkness increased to Normal Darkness is impenetrable, but if we increased it to Dim Light then no one would argue that you couldn't see from A to C. Ergo I opt to interpret Normal Darkness as normal, common, real world darkness where you can detect a light source pretty far away, even if it does not illuminate the dark place itself. (B) This is not in conflict with RAW but since it is not explicitly stated, this is just the "least RAI" I can think up. ![]()
![]() By RAW the area affected by darkness or deeper darkness has an illumination rating. (Bright, Normal, Dim, Dark, Super Dark) If the character looking has a vision mode that is able to see in the relevant category, then by RAW he can also see all the way through to the other side. - This is of course limited to the total distance the character's visibility modes support. A source of light that is "behind" the darkened area is either close enough that the area is affected by it and thus the area is illuminated by the relevant number of steps. - Or it isn't and the darkness is just dark. What I mean is, if you are on side A of an area of Deeper Darkness, and the Sun is shining Brightly from the opposite side, B, then the area is Dimly lit, and a character with Lowlight vision or Darkvision can see just fine and humans would get their Dim light penalties. If someone pulls the curtain at point B, lowering the Bright light to Normal light, then the dark area can no longer be seen through by Lowlight vision, but Darkvision still could. The area is now "Dark". If the shutters are closed, the only light seeping in is Dim, making the area Super Dark, and no one but certain monsters can see through it. If someone at B then had a special magic light that illuminated a single 5 ft. square with Bright light, but for some reason the effect is described as limited to that one square, then someone at A would NOT be able to see through the darkness at all. The only time you would be able to see silhouettes in a darkened area, is if the light on the other side actually overlaps into the darkened area and increase the light level to something your character's eyes can penetrate. @Slaunyeh, the rules may be silly but them's the rules. Houseruling is fine, as long as that is what we agree you are doing in your interpretation above. ![]()
![]() Where does "ambient" light come from in your heads? - It comes from a mundane light source. If there is no light source, there is no light. If the Sun is the only light source that count as "ambient" to you two, then you need to look up the word "ambient" in the dictionary. And even under that premise, sunlight is mundane... ![]()
![]() Slaunyeh wrote:
Yes it does; otherwise casting Deeper Darkness on Normal light would give you Supernatural Darkness +1... And it does not, it only gives "Darkness" implying that the Normal light is still there, just reduced by two steps. ![]()
![]() LoreKeeper wrote:
Yes, reading it I would think so too, but then it makes no sense to mention how many "levels" of dark it adjusts with. If it annuls all light sources, that is darkness. But in addition, it reduces prevalent light by two steps, which completely makes nonsense of the first statement. (Since the annulment means the prevalent light is "darkness", going down two steps from there is Supernatural Darkness and then Supernatural Darkness +1) However, it is not crazy, it is poorly worded. There is a clarification by James Jacobs to be found here: http://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness He states:
If you cast deeper darkness on a sunny day out under the sky, the area of effect drops two steps from bright light to dim light. Cast it on normal light, and it puts the area into regular darkness that darkvision can see through. Darkvision is only blocked if you cast deeper darkness in areas of dim light or darkness. (Sorry the previous explanation was too brief... I spat it out too quickly without having a PFRPG handy to look at, and was too lazy to look the spell up online.)" - James Jacobs, Creative Director. According to that description by James, the darkness line spells does NOT annul existing mundane light sources. - It DOES annul lower spell level MAGIC light sources. It is simply a case where you look at the prevalent light level and then subtract a number of steps, as indicated by the spell description. As far as I can tell there are these steps of light: Bright light - Sun and Daylight spell does this.
The reason Darkness and Deeper Darkness hurt adventuring parties so bad, is the frequent reliance on 0- level Light spells as the only light source.
|