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I was really digging the idea of a blind Vlaka pilot that uses aircraft screens to get over the 60ft limitation when it came to space combat. However as I kept looking for ways to make this work, I realized that blind meant he could not even look at a screen in front of him. So then I thought of just making him deaf. Which I thought I could make work, but the more I started looking into this I realized. How do Vlakas communicate if deaf? They could know 10 languages, but one, I'd be curious to know how they speak it if they have not heard it. Two, when communicating with the group how does that work? Is it possible to add able to read lips into the Vlaka's race description. If not it seems to me my character is going to be stuck with a datapad in his hands or going to have to find a telepathic communicator. Those of you who have played Vlakas, how do you overcome these challenges?
Imprinting Hand (Su) (Mythic Adventures pg. 22): By touching a foe, you can gain knowledge about it, including its weaknesses. To use this ability, you must first successfully hit a foe with an unarmed strike, natural weapon, or melee touch attack to make contact, then use this ability is a free action. As long as the target remains within 1 mile of you, you always know the direction and approximate distance to it. If the foe has any weaknesses or vulnerabilities (including a mythic flaw), you immediately know this information. You can maintain this connection with only one creature at a time; if you use this ability on another creature, your connection with the previous creature is lost. How exactly does it work or what limits are there to this ability? The way I read it, it seems that by touching the creature I get to know everything about it? Is this correct or am I missing something?
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Why is there even a pre-requisite on this?
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Why would anyone or any of the classes ever choose Weapon Specialization over Versatile?
Was looking for the answer to this and found someone asked it on reddit. Wanted to get a community's or developer's take on this with a possible FAQ. So I stole the question word for word. "The wording of Clever Feint Clever Faint (Ex) [Sense-Dependent] As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score The wording of Flatfooted Flat-Footed: You take a –2 penalty to AC, and you cannot take reactions or make attacks of opportunity. Note the bolded portions above. What does Flatfooted "against my attacks" mean? Do they have the actual condition or not? Can they make AoOs against me? Can they take a reaction as long as it's triggered by someone other than the Feinter or his allies? Do we just get the advantage of -2 AC and none of the other benefits of Flatfooted?"
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From reading a few suggestions on the internet it seems this also increases the Caster Level by two and therefore also increasing the DC of the spell? Is this correct? The way I read this is that for spells that have level-variable effect (like damage per level, range per level, etc) it increases your level and therefore increasing the potential damage or range upto the max cap out? The understanding of one is quite useful as it would increase DC vs spell and damage and range, etc. but on the other one it's kind of meh...
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What happens when the target of a challenge teleports away? Also what happens if the challenger has ability to tell direction and distance the target went to?
The situation has come up again from this long thread.
The FAQ only partially answered the question in regards to two weapon fighting penalties, but not on whether off hands get damage penalties during iterative attacks. Could this be addressed or is it meant that no penalty (including strength penalty) is incurred when using iterative attacks using weapons in both hands?
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-If using two-weapon fighting with a Bite natural attack: Am I correct that the attack bonus for a person with two-weapon fighting(feat) would be BAB-3 (instead of BAB -5)? -Does Double Slice also affect the damage to this Natural Attack to instead deal full damage as opposed to half?
How does the Brawling Blademaster's Empty Hand interact with Two-Weapon defense? Would I be allowed to take Two-Weapon Defense with it? Does Empty Hand giving monk level in regards to damage mean that the Brawling blademaster's attack now do full strength damage as well? Does Empty Hand give the unarmed attack the manufactured property monks get for their unarmed attacks and for improvements? If so does that mean two-week defense is possible?
Currently the culture skill states Source Starfinder Core Rulebook pg. 139 wrote:
Source Starfinder Core Rulebook pg. 65 wrote:
Is one of these a typo? Or is it supposed to be double your ranks in Culture? Or is it the total point of ranks in the Culture skill? (How would this work with temporary bonuses to Culture?)
What exactly does this entail? A con artist can basically touch upon many different subjects. Think of Leonardo DiCaprio in Catch Me if You Can movie. Does that mean you can make many different types of checks. I would like some of these profession to have descriptions with them. How about profession bounty hunter. I mean how is that one useful where the theme is more in tune with actually getting information?
"Righteous Awe (Su): Whenever you make an unarmed touch attack against an evil creature, it must succeed at a Will save (DC 10 + 1/2 your inquisitor level + your Wisdom modifier) or become shaken for 1d4 rounds. If the creature touched is an evil outsider, it becomes frightened instead of shaken. You can use this ability a number of times per day equal to 3 + your Wisdom modifier." Is this its own attack or would an inquisitor have to make a separate type of touch attack with some other spell or ability in order to activate this?
Greetings Pathfinder, I have an interesting situation and a few questions created from it. If a pulled chariot rams into a wall of force how much damage does the vehicle take? Is the 1d8 damage stated for large vehicles per speed? Or is it just a flat 1d8. Second question is about the pulling horses Do they get an attempt to move out of the way since the wall is invisible?
Hi all! First off I want to state that I'm not a staff or affiliated with RPG Crossing in any official status. Two of this violates any rules of Paizo's advertising guidelines please excuse the transgressions. From what I had read I don't think this in violation of anything but as with all legal documents... You never know. Now that that is out of the way I just wanted to take a minute to introduce some of you to https://www.rpgcrossing.com/cmps_index.php It is a free play by post site, that houses many players of all types and genres. As of late we have been lacking some pathfinder games, and my intent is to get some GMs and players to head on.over that way to help increase the pathfinder population. Also it is an excellent site if you are wanting to learn or try play by post as a player and as a GM. As a GM you will get much advice from many other GMs on the challenges that can be seen of play by post. I've even had the pleasure of playing a pathfinder society game on their, though to be honest we are lacking on official games. Still you'll spot them every so often. Come on by!
"ABUNDANT AMMUNITION
Question being is does this work with, whistling arrow, blunt arrows, and Smoke Arrows. Particularly smoke arrows. I mean I don't know how it makes the smoke so it might be alchemically, but it might just be a green shaft burning? Or perhaps it's some powder that disperses on contact? Any FAQs on this?
I was under the understanding that during spring attack you could only move up to a single move speed, Quote:
but then I was reading through the FAQ about spring attack and got confused about the distance of the movement... Quote:
The bolded part specifically seems to suggest that during the spring attack you can move the total of two-move actions during the spring attack. Am I understanding this correct or is my previous understanding the correct one?
So I was GM a module where the Gargoyle swoops in and picks up his ally to take her to safety. However then one of the PCs tries to hold on. The module didn't explain how the gargoyle carries the ally so I just assumed like a grapple check. But then the other player grappled the person the gargoyle's ally. Eventually I calculated the weight and the gargoyle was able to swoop both of them up... But at the end I wasn't sure if this was the correct way to handle this. What are the rules for this? What do y'all think?
Hi! I am currently playing an oracle with the dark tapestry mystery.My question comes about some of the revelations available to the class. I searched for it but all three threads I saw about it died off with no answer. One was requested as a FAQ, but no answer was ever given. Or it was said that it did not need an answer. However I still don't know the answer to the question. Quote: Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage for every oracle level you possess. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim's skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every five levels beyond 5th. How is the Will Save Level determined? Is this 10 + Caster Level + CHA. Or, 10 + Highest Spell Level + CHA?Quote:
Is this assumed to be as a 3rd round read? It also says you can do a knowledge check. So if I were to "probe" to see if the target has seen another creature pass through the area recently... would you know the answer? Any help I could get with this would be helpful. Thanks. Also I apologize if it has been answered before. I looked into the FAQ but it was not there... unless I missed it.
So someone brought to my attention that maintaining a grapple is a standard action and at the least it becomes a move action with greater grapple. I was initially intending on making a beast totem feral gnasher for multiple natural attacks, since improved lockjaw would have freed his claws, but now it seems very pointless. At first I was trying to stay from a heavy grapple build, but it seems I might have to lean that way. Does anyone have any suggestions or ideas?
If say I had a level 2 Barbarian / 5 Oracle / 4 Rage Prophet; Would I be able to use the Extra Rage Power Feat and get a 6th level Barbarian Rage Power? I am trying to find out if anything in the Rage Prophet class allows this to happen. The reason for this is the following paragraph in which I am not sure applies. Quote: Savage Seer: A rage prophet's class level stacks with barbarian levels for determining the effect of rage powers, and with oracle levels for determining the effect of oracle revelations and his oracle's curse. This does not grant additional abilities. Let me know what you guys think. Thanks!
Quote: Equal Opportunity (Ex): At 13th level, when a two-weapon warrior makes an attack of opportunity, [b]he may attack once with both his primary and secondary weapons[b]. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 3. My question would be in regards to Combat Reflexes as well. If a player has this combination how does that affect or doesn't affect the Equal Opportunity ability? Is this only once per day (highly doubt it)? Once per round? Once per turn? Or is this once EVERY time he gets to make AoO?
So I was looking at the PRD in the Siege Engines portion, and I was trying to find out if any of the special ammunition could be used with the bombard. None of them specifically say the bombard, so I wasn't sure if it's useable for the cannon could it be used for the bombard? Also where could I find which one of these weapons can be mounted onto ships?
I am currently playing a goblin alchemist, and I have been looking at some of the discoveries and feats I may want for the future. When I ran across these specifically, I began to wonder if this would work. ------------------------------------------------------------------
Burn!Burn!Burn!: You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage. Fire Brand (Su): An alchemist with this discovery can expend one daily bomb use to apply the bomb reagents to his weapon as a swift action. A weapon treated this way deals fire damage as if it had the flaming weapon special ability. At 10th level, the weapon is treated as if it had the flaming burst weapon special ability. The bomb reagents continue burning for 1 minute or until extinguished by dousing the weapon in water. An alchemist can use this ability with natural weapons, but he takes 1d6 points of fire damage per round for each natural weapon treated.
I would like some feedback if this would be valid or not. In the Burn!Burn!Burn! feat it says it doesn't work with magical attacks (as in alchemist bombs), but that feat would be going of off the Fire Brand discovery, it would be going off the +1 Torch Fire Damage. Opinions? Rulings? |
