Shocker Lizard

bigmac44's page

Organized Play Member. 40 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.



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Mathwei ap Niall wrote:
Azuroth wrote:

Fury's Fall Add Dex to CMB for Trip attacks.

Arcwin wrote:

He has an extra arm from the Alchemist class Mathwei... while it doesn't get an extra attack on its own, it can be used as the 2nd arm of a two-handed weapon, leaving his other (main) arm free for spell casting.

Extra hands are irrelevant for spell combat.

Spell Combat wrote:
To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand.

Yup, doesn't matter how many hands he has all 2-hd weapons are invalid options to use with spellcombat.

Found my old post from a google search and wanted to close the thread out for posterity. I eventually went with a Skirnir magus (gives up spell combat until 8th level for sorcerous shield). When I wanted to spell combat, I would use a 1-handed sword in one of the four arms (also ended up getting the alchemist tentacle too :-D ) and the shield arm as the primary and secondary hands of spell combat.


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Axl wrote:

I am in the process of creating my first paladin character. I see that the paladin's mount is analogous to the druid's animal companion. The druid's animal companion entry makes no mention of alignment, so I suppose that it defaults to that of a normal animal, i.e. neutral.

Is this also supposed to be the case for a paladin's mount?

Given the 6 int, the fact that the mount eventually gains the celestial template, and the fact that the paladin code of conduct requires that: A paladin may accept only henchmen, followers, or cohorts who are lawful good. I think it's pretty reasonable to say the mount is lawful good.


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Lord Phrofet wrote:
bigmac44 wrote:
Besides the obvious improved and greater reposition, any feat that improves his to hit with a trip weapon will improve his reposition maneuver as well.
Can you explain that? It didn't make sense.

http://paizo.com/paizo/blog/v5748dyo5lcom&source=rss

Quote:
If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons).

Any bonuses you get to hit while wielding a trip weapon (including things like weapon focus, fighter weapon training, weapon finesse, etc.) can be used to increase your CMB to drag or reposition.


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Zaister wrote:
It's not about a nerf bat, it's abut the ability making sense. It is obviously designed to be detrimental to opponents by wishing misfortune upon them. Wishing misfortune on your friends (or yourself) to help them is nonsensical. Especially when exactly that is available as another ability, and at a later level only, because it is deemed more powerful.

Having your fighter friend reroll the 1 he just rolled on his attack is pretty unfortunate for the enemy...