EvilMinion wrote:
My turn starts.. Standard action attempt to grapple target, success. Move action Maintain grapple with greater grapple feat. The feat description even states you can make two attempts in a single round.
Dire Ursus wrote:
I disagree.. The persistent damage rules are rough I feel.. You say 20 rolls to make 25% chance but that is still low. If you get a hit at that rate in baseball your a very good player.. Last year the best hitter in the majors hit .346 which is just a bit over 33%. Given the luck of the dice that have been seen I can easily see this happening over and over.
Ok so under the rules when you get Knocked out at 0 hp you initiative count gets moved to just before the thing that put you down. Those of you who have played so far how has this worked out in use? Having only read the rules to begin prep for trying to play and run stuff this seems to me like it would be a rather needless pain in the rear to keep track of. More so when the fighter goes down, the cleric heals him and he goes down again on a different turn.. So what has been the actually experience of those who have seen it in action? Does it get easier with use or has it been forgotten in play?
Double check with you GM that Bladebound and Hexcrafter will stack if that is an option you consider. I have see rulings that based on the FAQ they do not. Since Hexcrafter adds options for you to select with your arcana and Bladebound replaces your first arcana they both modify that feature and therefore do not stack.
PonyFlare, I personally find the factions nearly pointless and pretty much completely ignore them. I've been playing about 4 yrs now and have a dozen or so characters. I've played scenarios from all available 'seasons' and quite frankly after the 3rd PC I just started randomly rolling because you have to have them assigned to one. Very rarely do I feel the factions have more than a extreme tiny influence on the adventures I have played or Gm'd. Even less so does anyone have a PC of the matching faction other than by sheer luck of the draw.. A few make mention or you might be able to guess which they are but even then. <shrugs> Well all this is at my local group anyway. I feel you can just ignore them and play all you want with nearly no effect, or so has been my experience so I say just do whatever and look forward to having a grand ol' time with the other players that you meet up with. Yuri
I think to change or discourage this you would have to change the very nature of the way combat in PF works. Since you have the exact same chances to hit and cause damage to something whether you have 1hp or 101hp people are almost always going to 'gang up', 'focus fire.' After all one dead enemy and one fully healed enemy is always a lesser threat than 2 wounded enemies.
Baloo Woodtide wrote:
As to your second question you could not make a full attack on someone you have grappled. Your options when in control of the grapple are 1. Maintain grapple as a standard action and if successful preform one of the listed actions.
The first question I have no absolute answer. A case could be made that the bodyguard could only aid the wizards attempt to escape under the multiple creature heading. I would see nothing in his grappling you that would force your grapple of the wizard to fail and release him.
gnoams wrote: I think this would work great especially if implemented alongside tiered combat that I've seen other organized play campaigns use. So you play a 1-4 game, one pc is level 1, everyone else is 3-4. The monsters are ran at high tier, but the level 1 guy rolls against their tier 1 defences, and is hit by their tier 1 damage, etc. So in effect, you always play in tier. <Blinks> Really? This is a thing? As a GM I cant imagine the headache that would cause in the middle of combat trying to remember which of the six PCs at the table is the "odd man out." Flipping back and forth between pages to check numbers. I personally make two different stat block collections, one at each tier and just toss aside the one for the table I dont end up using. Trying to remember whos turn is next and prepping the actions of the next NPC. Then of course how to they deal with the different HP of the thing your fighting? Are they at the higher level so the upper PCs dont stomp it? Split in the middle? The idea of more work as a GM just makes me shutter. There is enough going on without another thing to keep track of.
PossibleCabbage wrote:
Personally they should just name this the way they seem to be trying and make it easy to understand. They are action points. You get three points on your turn to spend. then you can have a list of actions and they cost x points to do.. "How many actions is action y again?"
Hilary Moon Murphy wrote:
I retype them as well after I manage to figure out what they say.. If I cant read it during my prep time I figure there is nearly no chance the players well be able to during the game in the middle of the often noisy LGS. Though it sounds like Hmm goes above and beyond me by a wide margin.. lol
I agree with andreww, you are confused as to who is and is not your ally. You attack the nearest creature with your standard attack method. As a side note my personal group will and does use and expect that to not be purposely gimpped. The rogue goes for the SA if able, the barbarian rages on you. The wizard casts a decent level spell not pulling out the crossbow or club they havent used in 6 lvls.. This is why confusion is a scary dang spell and I beg everyone to not dump your will save..
MY suggestion, on player handouts Please For The Love Of My Old Man Eyes!!! Can we use a new font type for the 'hand written' notes from NPC xyz.. I have lost track of how many times I've had to spend 45-50 minutes spread out over multiple days to figure out what some of those squiggles are trying to say. Even more so when full of all the fantastical multiple syllable all vowel names some of them have.
Given the FAQ of archetypes and it stating that if anything is added to available choices I question whether blackblade and hexcrafter stack anymore. Hexcrafter adds options that can be taken as arcana ie witch hexes and based on the faq stating even adding bonus feats that can be taken I think this now means the arcana's of a hexcrafter are changed and since black blade changes the level 3 arcana they conflict per the stacking rules. Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes? In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as “weapon training I, II, III, or IV”) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can’t take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.
Under Spell Duration,
You can’t cast a spell while concentrating on another one. Some spells last for a short time after you cease concentrating." Begin subjected to as spell could break concentration and requires caster check.
If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the level of the spell you’re casting. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed (10 + spell level + caster’s ability score)." If you make the check the spell is still active while held, if not it fails.
Outside of profession usually most of my characters end up defaulting to a double digit craft or perform check untrained. Im not sure why you are saying its so hard when by a byproduct of the games goofy mechanics you can usually make the check untrained. I'm curious how you get a double digit bonus to a skill when it is used untrained. Unless I am missing something you only get to add your stat bonus.
Quantum Steve wrote:
Not completely true. You can make a grapple check to reverse the grapple and are then in control of the Black Tentacle, as a free action you release the grapple and then can move action and attempt to leave the area of effect to avoid being regrappled.
blahpers wrote: You honestly entertain the idea that the designers intended that nobody can charge with a lance and a horse? Not a druidy horselike magical beast, but an actual horse? To use a lance it would seem he requires them to be human, or fighter 2, or level 3 to obtain both feats: Mounted Combat, Ride-by-attack.
Ravingdork wrote:
Not always, there are a million different minor changes that can be made to something that would effect the number of pages needed to print out. Font type and size, margin dimensions.. Alot wouldnt seem to matter but one or two more pages per print can make a huge difference over the amount you are talking about here.
You should hit up your local outdoor sports supply store.. Go look at the tackle boxes.. Lots of options with adjustable size spaces and fold out openings.. Built to hold fishing lures and line and such.. They work wonders for storing little things like pawns and bases.. Depending on how much you want to spend and how ocd you want to be about separating and organizing them, anywhere from 5-6 buck upwards to 100 or more.. lol
Ok I've read this like 5 times trying to figure out what is being argued.. As Far as I can tell Scott is saying.. A tengu monk that punches then bites at something does not take the -5 to the bite, because "A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons." ie a monks strike is a natural weapon.. As a normal unarmed strike is not classed as a natural weapon (Core pg 182.) Then I would ask what spell or effect is the monks strikes under? Edit as i was posting.. The monk ability that allows it to be effected then get to effect its attack again? Bonuses of the same type do not stack.
If you do zen archer after level 3 it wont matter. Point blank master removes the AOO for using a bow while in melee.. You can just shoot them right square in the face with your bow.. Having the beak and or claws does mean you threaten thou so you can offer flanking.. Manyshot does not work with zen flurry anyway.
Check the Additional Resources page. Additional Resources I dont have that book so cant answer to that directly but you should be able to see if it is or not.
As for the Ioun torch, if you lock up the item description it states it is a dull gray stone with Continual Flame cast on it. It is Caster Level 12 in the item write up. Given the rules for PFS that spells are cast from the lowest level spell caster able to do so the Ioun Touch would act as a Level 2 spell with Caster Level 12. It can cancel Darkness but not Deeper Darkness, and has a caster level 12 if the target of a Dispel.. EverBurning Torch as for the description given I believe would be Spell level 2, Caster Level 3 from a wizard.
TiwazBlackhand wrote: Are there any actual rules about recovering non-magical arrows? I mean, you could conceivably recover silver tipped arrows, or at-least the silver arrow heads and remount them on fresh arrows using Profession Fletcher (of would that be a Craft skill?). But is it in the rules anywhere? I dont think there are normal rules for it so would be up to GM discretion, but there is a Durable arrow that can be reused as long as you have the time to collect them after combat. After I get a little money I buy these. You only need a couple dozen of so to last for the fight generally.
Balkoth wrote:
The answer is No there isnt.. An efficient quiver and supply of blanched arrows is the point of bow users.. Cold iron, silver, ghost salt.. Preprepped and stored 'just in case'. The knowledge monkey makes a skill check and says hey it has.... Then you fill it full of arrow sized holes.
I think you may be overthinking this.. CG follow the "For the greater good, the end justifies the means" mantra. As long as they the cleric knows that the larger task mentioned would be more evil and he needs to become stronger to battle said evil then stealing to equip or pay his debts to free up his attention for that evil would be no problem..
Silence.. while not specifically stated that it uses audible components the pre-req of Discordant voice does say you need oratory or sing which can be cause to disallow the feat from working in the area of the Silence spell.. Warning that this will be likely a house rule that may very well upset the players but dropping it once or twice to break up the rut might be helpful.. |
