Youneko's page

Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Here's the trait:

Quote:

Dueling Cloak Adept

Category Basic (Combat)
You are trained in using your cloak to disguise your body and deceive your enemies. While wearing a cloak and using an Aldori dueling sword, you gain a +2 trait bonus on Bluff checks made to feint. Additionally, every time you successfully feint while wearing a cloak, you gain a +1 dodge bonus to your Armor Class until your next turn.

What if I make multiple feints in a turn? Will the bonuses stack with the other? My friend argues that all those bonuses come from the same trait, so they do not stack. However, the trait states "every time". so I believe those bonuses come from different actions and thus can stuck.


I'm currently playing a Devoted Muse character and there is disagreement among Harmonious Strike ability in our community.

Quote:
Harmonious Strike (Su): At 2nd level, when a devoted muse hits a creature affected by her artistic flourish ability, she can spend 1 panache point to perform an especially elegant attack. She selects one of the effects below to modify this harmonious strike.

What exactly does "perform an especially elegant attack" mean? It looks like making an additional attack in the cost of 1 panache point after hitting an opponent. Or, does "performing an attack" refer to the strike already made? So Devoted Muse can modify a successful attack with the following effects?


I see. Thx guys.


A player in my game plays as a Torag cleric who just got the 8-level power of the artifice domain, which gives a weapon the dancing special weapon quality. I'm aware of the table in magic weapon section which limits dancing to melee weapon only, but since that there's no limitation in this 8-level power, can a ranged weapon, firearms per say (ammo will be a problem though) be affected by this power?

One more question, does the weapon touched still requires to be activated as an standard action as described in dancing weapon? If so, it seems not quite usefull in 8th or higher level games.


Claxon wrote:

Actually, I think both are unclear. Spell that cause multiple save usually make it more clear that such is the case, I'm inclined to believe that someone attacking someone else who has stunning barrier is only required to save once. Though it's not impossible to work per swing, since the basic version ends once it stuns someone.

However, the greater version working per person makes more since (can't stun the same person multiple times) and it doesn't matter that you probably wont have enough opponents to use up all the stuns, it just means the spell ends when its duration runs out.

I do feel your point about saving once per round makes sense. However, I suppose that's the problem here. If the the spell only works on each creature once, it should be specified in the description, isn't it?


Stunning Barrier and its greater version:
Stunning Barrier
Range personal
Target you
Duration 1 round/level or until discharged
Saving Throw none and Will negates (see text)
Spell Resistance no and yes (see text)
You are closely surrounded by a barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round (Will negates). Once the field has stunned an opponent, the spell is discharged.

Stunning Barrier, Greater
Range personal
Target you
Duration 1 round/level or until discharged
Saving Throw none and Will negates (see text)
Spell Resistance no and yes (see text)
This spell functions as stunning barrier, except as noted above, and it provides a +2 bonus to AC and on saving throws. It is not discharged until it has stunned a number of creatures equal to your caster level.

The basic version is pretty clear, opponents need to pass a will save per melee attack or be stunned for 1 round. After one opponent is stunned, the spell ends. However, the "until it has stunned a number of creatures equal to your caster level" in the greater version is confusing.

With high caster level, this spell is less likely to end before it's duration, simply because it's not that possible to have a dozen of opponents in a single encounter. Will an opponent triggers the spell and be stunned multiple times in multiple rounds? There seems no restriction on the number of times a creature will suffer from this spell. Or the "a number of creatures" refers to the time it managed to stun opponents? It seems too good to be true for a 3rd level spell.


Quote:

Impact Critical Shot (Combat, Critical)

Prerequisite: Dex 13, Point-Blank Shot, base attack bonus +9.
Benefit: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent’s CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent, and you must perform a trip combat maneuver to trip an opponent.
Quote:

Greater Bull Rush (Combat)

Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

I wonder how these two feats work together? Impact Critical Shot seems quite special yet it still has its effects resolved as maneuvers. So would Greater Bull Rush, or any other effect that works on bull rush maneuver apply on the effect caused by Impact Critical Shot?


blahpers wrote:

1. You move as part of the drag maneuver, with your movement speed as a maximum amount of movement per drag maneuver.

2. I'm not sure I follow. Could you lay out a more specific example, including combatant ranges and where each attack is coming from?

Oh I just found myself forget to use reply function...

So, did I make myself clear?


Well, here's how it works:
1.Using pulling infusion kinetic fist to make an melee attack.
2.Get a drag maneuver without spending any actions, due to pulling infusion.
3.Cause I drag the target for 5 feet, I got an additional unarmed attack using highest ab.
4.Make another attack just as Step 1(Kinetic fist applys to all unarmed attack until the start of my next turn)
5.Back to Step 2 and just loop from 2 to 4


Hey, here's some questions about the combat maneuver Drag (APG). I'm wondering how does it work with several feats and class features.

1.How does this maneuver work exactly? It says:

Quote:
If your attack is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. For every 5 by which your attack exceeds your opponent's CMD, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends.

Do I need to spend my move action to move, or such a move is counted as additional move from Drag, as long as the distance is no more than my speed?

If the former is correct, how does the feat Quick Drag work?

Quick Drag UC wrote:
Benefit: On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the drag.

With such a feat, the drag maneuver is part of a full-round-attack, which means I'm accually not able to drag. It makes no sense.

2.Another question is about Crashing Wave Fist(UW) and Pulling Infusion(OO), the former is a feat and the later one is a Kineticism class feature for void elemental, whose details are as follows:

Crashing Wave Fist UW wrote:
Benefit: When dragging or repositioning an opponent, at any point during the movement, you can make one unarmed attack against the opponent using your highest attack bonus. You can make one additional attack for every 5 feet you drag or reposition the opponent beyond the first 5 feet. You take a cumulative –5 penalty on each additional attack made in this way.
Pulling Infusion OO wrote:
Your kinetic blast pulls foes toward you. Attempt a dragAPG combat maneuver check against each target damaged by your infused blast (the blast always drags the foe closer to you), using your Constitution modifier instead of your Strength modifier to determine your CMB. This infusion can pull a foe a maximum of 5 feet. You can increase the maximum distance pulled by 5 feet per additional point of burn accepted.

If I use Kinetic Fist and Pulling Infusion, with Crashing Wave Fist Feat, does it mean I could hit, drag 5 feet and make another attack, drag again, and make another attack and so on, till my speed exhausted or any attack/maneuver miss?

Besides, how does the "cumulative –5 penalty" work exactly? It's cumulated untill the Drag maneuver ends or cumulated for the whole round, applying the penalty to all attacks (may not to AoOs)?