Ulfen Raider

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Organized Play Member. 19 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


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Thanks. Seems simple I guess I need to search harder next time. Thanks again!


RumpinRufus wrote:

Technically it's legal (although some GMs may rule that the attacker can continue their move after your readied action goes off, which is probably not RAW.) I explored this idea in this thread, which essentially came to the conclusion that it will only work to avoid one or two attacks.

RumpinRufus wrote:

It seems like the actual play would go like this (starting with Defender and Attacker 20 ft. apart):

1) Defender readies an attack.

2) Attacker moves and tries to attack.

3) Defender hits Attacker, moves back.

4) Attacker takes a move action to move 5 feet, adjacent to Defender.

5) Defender (now adjacent to Attacker) readies an attack.

6) Attacker tries to full attack.

7) Defender hit Attacker, moves back.

8) Attacker, as part of his full attack, takes a 5-foot-step to move adjacent to defender, and then gets all of his attacks.

I don't see any way for Defender to both make his attack and avoid getting full-attacked.

(If the attacker double-moved or charged, he can't do step 4, so you could possibly do the trick twice instead of just once.)

That looks pretty legit. Thanks.


Chemlak wrote:

Perfectly legal, but...

Quote:
You can take a 5-foot step before, during, or after your other actions in the round.
So the opponent 5-foot steps during their attack action and still hits you.

What if you ready the 5 foot step with no attack to take the 5 foot step when they approach? Lets assume the combat starts with you being 20 feet apart and you both have 30ft movement. I suppose I should have added that in the initial question I'll edit it to reflect that


tl;dr below

Start combat roll initiative and you win. You are 20 ft apart and both have 30ft movement. You ready action: attack if attacked and then 5 foot step. Is this legal? Assuming it is what then happens to the enemy's turn? Is it basically over since all they have left is a move action? Your initiative becomes just ahead of theirs so this tactic can be run endlessly (assuming its a legal combination of things to do) or until the enemy does something different like use a ranged weapon. Also, how would reach weapons affect this?

if you ready an action to 5 foot step when a melee attacked gets next to you does that ruin their turn?


Can you take 2 five foot steps in a round? This is assuming you sacrifice your standard action for a move.


Hmm...I am not sure if I would go for a summoner in that case. I mean I see where you are going with the added skills but the summoner is a gimped caster compared to a wizard or something of the like. The arcanist is pretty nice.


What saves do you use for the summoner synthesist? There is no mention


burn 2 feats in extra evolution for 2 points. Ask your DM if you can retrain a feat as part of character creation for another extra evolution feat. Are you using any archetypes? Half elf seems to pretty fantastic for their favored class bonus. Elf too. How do you want to play him? Eidolon runs out and hits stuff and you support with spells? Ride the eidolon? You play a high STR char and use weapons and the eidolon can be your flanking buddy? If you have access to rods they will be your best friend you need them


Depends on the SR. If your able to lower it so you can accept harmless spells (or whatever spell you wish) get it. If you are unable to lower it...well...thats a balance issue you have to decide. If you have no clerics or mages in the party then keep it as pretty much any magic you come across would be malicious


Quote:
Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents.

Combat rules

Why do you only get one? If you adjacent to the path of the charge they potentially move through 3 threatened squares. I havent been able to find only provoking once per move action

EDIT Oh, here it is.

Quote:
Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat, you can add your Dexterity bonus to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.


1. Why only 1 AOO? You could easily position yourself (assuming you have the movement required) next to his line and he would run through 3 threatened squares. stab, stab, stab.

2. "" "" Adding to above, if you were just standing there without use of the feat and they wanted to charge past you the same situation should occur

3. The action is already readied. The immediate action just affects where you stand

4. Alright I figured thanks


I was meaning "they stack" in relation to feats and abilities that cause shaken. Those quite often stack with themselves (or a similar ability) once. But I think the question was answered. If someone causes a fear effect that is save or become panicked...your panicked.


Check magic jar. The effects are almost identical (except all the soul stuff). Thats my reference material.


When I looked for answers I was only getting "they stack". Those discussions were always about dazzling display or take your choice of how many other feats/abilities that have stacking fear effects. Im talking about a probable magic effect here. There are many and abilities can cause fear of various levels too. When it says "will save or panicked" you make your will save or you are panicked. End of story right? Or do you become shaken, then it can be cast again then you become frightened, and again for panicked?


Here the feat is

Quote:

Benefit: When an opponent charges your ally with this feat, as an immediate action you can move up to your speed toward any square in the path of the charge. If you end your movement in the path of the charge, the opponent must stop when it becomes adjacent to you and then attack you instead of your ally. Your movement from using this feat counts toward your movement on your next turn.

  • 1.) Up to your speed toward any square in the path of the charge. IF you end in the path of the charge...
    What if you move toward a square and dont end in the path of the charge? More specifically if you have a reach weapon (and combat reflexes with appropriate amount of DEX will be assumed the rest of this article) could you stop 1 square shy and then poke the charger 3 times for the AOO's?

  • 2.) If you dont have a reach weapon and stop next to the line, same question as above? It states more specifically that IF you are in the line it will stop and attack you instead.

  • 3.) What if you have a brace weapon and you ready action brace. Word that how you will. Do you get a brace vs the attack? Would you get one or more than one? (the second part of that is dependent on the answers above)

  • 4.) Unrelated to the feat but I just thought of it. In a normal situation (not talking about intercept charge here) and you brace, do you only get 1 brace? For example if 2 or more guys charge you and you have combat ref., does the brace part affect all chargers or just 1? My gut says just 1 but I would like clarification.

I feel that RAI its you have to be in the path of the charge for the feat to work, but I'm more curious about RAW in this case.
I feel its unclear.


Also, are there any feats that remove the .5 STR on secondary attacks? Similar to what you can do with two weapon fighting?


kestral287 wrote:
Entryhazard wrote:
kestral287 wrote:
3. You need Multiweapon Fighting to use weapons in three or more arms

This is incorrect. You can always use weapons in three or more arms but face huge penalties to hit. Multiweapon Fighting mitigates this penalty the same way Two-Weapon Fighting does it for two-armed combatants.

Most of the abilities that grant additional arms like the Vestigial one from the Alchemist have to explicitly state that that arm cannot wield weapons.

Fair, I should have said "you need Multiweapon Fighting to use weapons in three or more arms and not suck", but the point got across well enough. I mean, does anyone actually TWF without the feat?

So I have done some research and I will add more to this. I believe that multi attack and multi weapon can be used in conjunction.

Example) All things will be considered with both feats for this section. Total 2 hands (two longswords*) and 4 claws and 1 bite. I BELIEVE it should look like this, assuming full attack action: Longsword -4/-4, claw -2/-2/-2/-2, bite -2
Since all attacks are secondary when manufactured are involved multi attack should apply. I do not see why not. Alternatively you could also use just 1 manufactured weapon and skip the multiweapon feat and use it with no penalty, assuming proficiency.

* I used longswords because multi weapon feat didnt make any mention of light weapons. I dont know if that would be needed or not.
EDIT I did the penalties wrong for the 2 long sword attacks wrong initially. They are correct now and it looks like you would be able to benefit from using light weapons as per twf

Different note, a great monster was found for me that provides how manufactured weapons and natural attacks should work, The Mythic Marilith

With that I realize it has multiweapon mastery (which I will not have access to...rightfully so) But it breaks down attacks which is great

Quote:


5. You use your own saves, but your Fort and Ref saves will be modified to use the Eidolon's Con and Dex stats

I was thinking, do you have any source material for this? It seems like it should be the Eidolons physical base saves augmented by the ability modifier. Why would yours be used? By fusing the eidolon shouldnt get a weaker fort save by losing its base saves. Since your are physically the eidolon and mentally the caster.

Actually, ignore all that. I am purposefully keeping it there so that others can see my thought process and find this conclusion. The next sentence of that would have been doesnt a dominated monster get its saves? Then I thought that doesnt seem applicable...how about magic jar?

Magic jar specifically states that you use your base saves and its KIND OF the same situation so this spell is not the be all end all for this. For example magic jar says that you use YOUR base saves and the synthesist part states you use the eidolons base. So I can see it going either way. Unless someone has a better point?

PS I feel proud of myself using links and quotes the proper way. Never done that before. Makes it much prettier.


Awesome great answers guys thanks a lot. So here is a review

1.) I should read the book and not assume things about races (duh)

2.) So its just iterative attacks with manufactured weps then all your nat attacks (assuming you dont go over the limit)

3.)-

4.) The only limbs you have are what your eidelon has only, yours are not included at all

5.) Use your saves but the physical side is augmented with the eidelon stats

6.) Yes you can do that

7.) As for the synth I am all set. I have other questions that I will start a new thread for as they are unrelated

Thanks again!


Ok so I have a few questions about the synthesist.

1.) If you are an elf (or other creature that does not sleep) can you have your eidolon active always?

2.) Natural attack/manufactured attack. I am looking for a hard ALWAYS to this rule not a "generally" Natural attacks do not benefit from iterative attacks. Is this ALWAYS? Example is case is the synthesist. You do have class levels though you use the eidolons BAB, does that matter for possible iterative natural attacks? Lets assume bite, claw claw. For example when you hit level 7 you would be at +6 or +6/+1
A.(bite/claw/claw) or would it be
B.(bite/claw/claw+bite/claw/claw)?
From what I have seen its generally A. When is it not? Special monster ability that says so? (i.e. dragons bite always 1*5 str)
I am just trying to really nail this down and I haven't so far found a hard answer to what I am looking for. And I run across old (~5 years) threads that may or may not be relevant still as they were working with the first and second printing. Let me know if some of this did not make sense. I'm sure most of it doesnt haha

3.) Manufactured + Natural atk. Lets assume bab of +6 again. 2 arms (with hands, lets say both hands have short swords) +2 arms (claws) and bite. Looking at a 4 armed biped with a bite. With me? I am unsure of the penalties or if you require both multi attack and multi weapon feats to not get dumped on for penalties. I think at least multi weapon for the second "armed" attack End result: sword/sword + sword/sword/claw/claw/bite
Is this correct? Can I get some help with the penalties and feat(s) needed to minimize penalties. I have DM approval to take monster feats.

4.) As a synth and you are melded do you still have your limbs? As in if you chose aquatic base do you keep your legs and arms? Or do you "lose" your legs and arms and only have whatever appendages the base form (plus whatever evolutions) has? Another example is a biped. 2 arms and 2 legs. Would you end up with 4 arms and 4 legs or still 2 arms and 2 legs?

5.) Saves. Not sure if I missed it or not. Do you use only your saves? Only the eidolons? Or a mixture? Eidolon for fort and ref and yours for will? The third makes the most sense to me as physically, you are the eidolon but mentally you are the summoner. Which are good/bad? As in if the eidolon has good fort/ref and the summoner has good will are all 3 good?

6.) If you take weapon proficiency evolutions to martial are you considered proficient now? Im sure that burning a feat would be a better choice but I am curious if possible. I feel that you would be, as you can take skill buffs and I have read elsewhere that you get the skill buffs as long as you are melded

7.) Im sure I will have more. But for now this is all I have. Thanks!