Male Human Expert 3
will spend one action healing OKASHU 1d8 ⇒ 1 then spend 2 actions activating 4 winds again (FREE ACTION HALF STRIDE), targeting GREGOR, TALU, MARRLOW, and himself (I might suggest since Talu is tiny she can move adjacent to red (same square as Okashu) then try to disable then move away on her turn before it goes)
Male Human Expert 3
I believe you need to be adjacent to disable, and I am just trying to get people to safety outside the room. cmlobue is allowing me to use my round 2 missed actions to get Marrow out of the room (or upstairs if the pillars continue to follow us) We need a plan to deal with the pillars, I think damage isnt going to solve it, we need to use skills. If we all coordinate our actions, we can have 4 people move up to a pillar and try to disable it, and right before the pillars turn I can use my four winds ability tio move all 4 people away from it(half a stride for free), spread out, so they don't all get attacked, and the pillar has to move to someone and just attack them, then our healer can heal that person and we can do it all again But for now I think we need to get everyone out and heal
Male Human Expert 3
so i never received my actions from round 2 that would have, imo, significantly reduced the amount of damage we have taken so far. i explained in my comment stating i would be gone for 5 days that i wanted to delay until right before the pillars go, and use my actions to spread people out, reducing the amount of targets they had. so anyway i pick talu up and leave the room with my 2 actions. im done
Male Human Expert 3
So I have a scheduling thing that I will be away from internet between monday morning and sometime saturday. Without any knowledge of how to deal with these pillars, Anchor will be spending 2 actions each round trying to use his air kineticist 'four winds' ability to move 4 people (himself as one of the 4 if necessary)away from the pillars reach , right before the pillar goes. I have mentioned I have played this before, but I also know they have supposedly errata-ed it because it was a dangerous encounter for level 1-2 because of how the pillars damage output was created. So once Anchor gets an understanding of their melee range he will wait until right before the pillar's turn to move people out of melee range, spread out apart, so it will have less targets to attack when it does.
Wei Ji the Learner wrote:
im not an artist looking to get paid, im not submitting this for use in one of their books. i am simply pointing out how disappointing and lazy the image for this weapon was in the player core. if they are just going to make it a normal flail, they could have used that space for artwork for a different special weapon, and not have an image for the flickmace at all. the previous book didn't have an image for it.
Tactical Drongo wrote:
exactly this. gnomish creations typically have some mechanics to them, in some weird science-ish sort of way. the flickmace being just a flail goes against the way paizo has always described the way gnomish inventions work. having someone create an artists rendition of a combat yo-yo on a stick, or my combat bilboquet game, would have been much better version of a gnomish weapon, and still fit the text description of the gnome flickmace
I had AI create a better gnome flickmace image since the one in the player core is simply a flail, this image makes it both more complicated and humorous imo
Andrew Christian wrote: I believe most FAQ's on pets use the word companion to include eidolon where appropriate. the faq i provided a link to explicitly states animal companion, and uses the incorrect number of hit points for calculating eidolon hp, since animal companions are d8 while eidolons are d10. LazarX wrote: Your player is wrong. The only things that get max hitpoints at first level are adventurer classses. Everyone else, INCLUDING NPC classes like Warrior, Aristocrat, get averaged hit die from the get go. The Eidolon is not a player character class. yes but since there is direction given for animal companions, and none given for eidolons, simply claiming he is wrong without backing it up with an official source does nothing to solve the argument. this is why i'm hoping mr brock or another person with authority will simply modify the wording of the linked faq to include eidolons. this was not intended as a thread to argue about the rule. i believe most people realize that it probably should be 5.5 hit points per hit die, but it should be clarified since they clarified it for animal companions, and would be a simple, easy change.
I think it is obvious that an eidolon's hit points be calculated the same way an animal companions is. unfortunately the FAQ only includes hit point calculation for animal companions, and eidolons are never mentioned. searching through forum posts i have seen many people state how they are calculated (5.5 hit points per hit die) but no one has ever officially stated it to be so. i have a player in my group who insists eidolons get max hit points at first level like players do. so i would like to ask that the FAQ here be slightly reworded to include eidolons if that is the case, or an official ruling on what they should be if eidolons do not use this method to calculate hit points. thanks
of that entire FAQ statement, the only thing it mentions as combat animals are animal companions and eidolons. i read that last line as allowing both a familiar and a animal companion (or eidolon) on the map simultaneously. to me that FAQ simply regulates the amount of animal companions and eidolons you can have on the map, plus the amount of guard dogs (or whatever)you bought from UE. LazarX wrote: IF the animal does anything more than function as a decorative feature, it counts as your combat animal. i'm sorry but that is your own definition of a combat animal, not the FAQs. the FAQ only references animal companions and eidolons as combat animals. it does not include familiars.
There is a MW tool for all skills, as per the CRB. UE did not clarify any specific skill which could not have a MW tool for all uses, therefore Mike Brock would have to come up with a list. He has said previously in this thread that you can have a MW tool for any skill, but only used actively, not passively (ie you need to get the tool out of your backpack and use it to get a +2, you can't get the bonus when you suddenly fall down a cliff or when someone is sneaking up on you) Therefore, until a specific list of MW tools for each skill gets printed, there exists a MW tool for every skill, including UMD.
Nearyn wrote: Is there a rule that clearly state that you do not gain dex AC against an opponent you cannot see?The closest thing to that would be the rules on armor class which state Quote: Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. If you don't have a Dexterity bonus, your AC does not change. which i consider RAW saying you get no dex bonus to attacks you cannot perceive (eg the first attack from a stealthed opponent). |