# daimaru's page

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Dafydd wrote:

been a while since statistics, but isn't the average roll of a d10 (theoretically) 5 or 6?

If that is true, then wouldn't the peaks be 5, 6, 15, and 16? (d2 being basically a flip of the coin)

If that is true (again, statistics was a while ago) this rolling method is much better for you, as you are more commonly rolling in a possible crit range, keen rapier being 15-20. The odds are different from the d20 roll, which peaks around 10 and 11.

Dafydd, you're confusing "average" with "most likely". With a single die, d10 or any other, every side is equally likely, so there wouldn't be peaks like that. Rolling two d10's to simulate a d20 would increase the average roll slightly because (mostly because) you can't get a 1; the lowest roll is now a 2.

Kchaka. The math is to calculate the odds for none of the dies to be a 10 and then subtract from one. So the odds on one d10 not being a 10 is 9/10 or 0.9. Raise it to the tenth power (multiply it by itself ten times) for the chance of none of ten dies coming up a 10. My handy calculator says this is 0.34867844 Subtracting from one gives 0.65132156, which is almost two out of three rolls (0.6666666....)

The description for each of the three compartments specifically state that they can hold "...objects of the same general size and shape..." so why not wands? Why do people argue that they can't?

Kill the mount? :)

OK, a ten foot square, but... Here's the situation. We have a warpriest and a paladin and her large dog mount going down a 15 foot wide corridor that is too low for the paladin to ride. Can they all walk abreast? After all, if the paladin can ride her mount, she ought to be able to share its area.

Clearly, they would hamper or block each other in certain situations. If, for instance, they were warpriest - dog - paladin, and the warpriest was driven back by an enemy who moved up next to the dog, then the paladin is completely blocked from striking at him. (Of course, she couldn't anyway unless using a reach weapon as the enemy is ten feet away). Or if an enemy came at them from behind, the dog couldn't turn around without trampling one of the others.

I would think all three could attack an enemy directly in front of them.

But, as has often been noted, this is a game, not reality. So what do the rules say?

Zhayne wrote:
daimaru wrote:
I might say that "hanging out near the cleric" and waiting for the enemy to attack requires patience. Choosing to defend the cleric actively, not so much.
That is not an ability, so it is exempt from the clause 'any ability that requires patience'.

Sounds reasonable.

I might say that "hanging out near the cleric" and waiting for the enemy to attack requires patience. Choosing to defend the cleric actively, not so much.

If you're choosing a weapon, 2d4 is slightly better than 1d8 and 2d6 is slightly better than a 1d12. While the highest rolls are the same, the lowest roll with two dice is a two, and the average roll is 1/2 a point higher. It's actually more complicated than that, but 1/2 point is the advantage. If people REALLY want the boring proof I can post it.

OK, why would 2d4 be higher than 1d12? The average roll with 1d12 is 6 1/2 and for 2d4 it's a 5. Logically it should be 2d6 which give an average roll of 7.

Even in combat the DMs I play with just say, "OK, he's dead", and remove the NPC.

Though you can take the weapon focus feat on a bludgeoning weapon, so you can designate it as another sacred weapon, and carry it along for when you run into the undead.

Kinda sorta. If the rules don't cover it, real life is a better fallback than "anything goes"; and more fun too. And the map comparison is a straw man, it doesn't really apply.

Efficient quivers certainly do make a difference. They allow either 60 or 84 arrows, depending on your DM. This does beg the questions, can you put arrows in the javelin and bow sections? How many?

I'd certainly be willing to agree to two efficient quivers too, or one and one or two 20 arrow quivers.

OK, 6 separate quivers and a pack llama. Being an archer (real life) I have trouble with the bulk 90 arrows would take up all by themselves. I do realize this is a game, not real, but 90?

90 arrows of 6 different kinds? I think if I were the DM I'd rule that you got confused once in a while. Just because. :)

Does a 5 foot step count as a move action? If it does, and you have quick draw, I think you can do this.

When he closes with you, this provokes an AoO. Release your reach weapon with one hand as a free action, draw your close range weapon as a free action and hit him.

He gets a shot at you.

Take a 5 foot step away, combining the sheathing of your close weapon with the move action, put your free hand back on the reach weapon as a free action and hit him again.

Keep repeating as long as he moves up, getting two shots for every one of his. So long as you can keep backing.

Unless he can use a 5 foot step to close with you so as to not provoke? Does anyone know if this works?

Apparently, a wizard can copy a scroll to their spellbook that is a higher level than they can cast. Can they then pay the price and write the spell back to a scroll? And then use the scroll? I would say no, because this would allow them to circumvent the limits on spell levels. Just hole up in town for a while and pass a bunch of lightning bolt scrolls around to the party. But maybe the price is considered a fair tradeoff?

OK, never mind, found it. When you succeed the scroll goes blank.

Does it use up a scroll to attempt to write it into your spell book? I think I remember seeing something about this but can't find it. So if you succeed, is the scroll gone? If you fail, is it still gone? Thanks.

I think it's a matter of "Can you get hurt doing this, and does it matter?" If I'm trying to climb a 10' wall I can pretty much assume that falling off won't hurt me and if I'm not being rushed can take however long it takes. So it's just annoying to make me keep rolling until I succeed. But if it's a 100' wall and I can get hurt then it makes sense to have me roll and see if I break a leg or something. Even more extreme, suppose I'm trying to walk that tightrope across a live volcano full of lava. I can't just say, "I'm going to take as long as I need to succeed, so just say I made it." (Which is the point of taking 10 or 20.) Because if you don't make it your character just died.

People keep trying to claim that polytheism allows people to worship multiple gods so this is allowed. Well, yes and no. I never heard of anyone being a priest or priestess of more than one god no matter how many they may have sacrificed to. A cleric is -exactly- this sort of thing.

Daspolo wrote:
Paulicus wrote:
Champion of Irori gets Smite Chaos and talks about how it doesn't stack with smite evil. I'm certain that the intention is that they don't stack, even if the specific language was left out.

The key difference here is this

Quote:
Levels in this class stack with paladin levels for the purpose of determining how much damage a paladin of the Enlightened deals to targets of his smite.
So I'd assume it would stack, but thanks for the input.

I'd assume it wouldn't stack, but if it did, it would only stack against chaotic evil; since one only applies to evil aligned and the other only applies to chaotic. Which demons are; chaotic evil I mean.

David knott 242 wrote:

The question boils down to how deities handle divided loyalties. Most don't take such things too well. Note that saying a prayer to a deity other than your patron is not a rejection of your patron in a polytheistic system -- but having two patrons is more problematical.

In this case, your GM created the issue by having Abadar be the deity to approach your character, even though that character had no inclination to serve Abadar. Since he created the problem, he should solve it.

Why should all problems be solved? Maybe the DM wants the character to have a problem. If that's the case, getting out of it by serving two deities will give them lots of opportunities to play with you. Such as always having the wrong deity show up at the crucial moment.

After all, a dragon in the caverns is your problem. A good DM shouldn't kill you, quite, but toying with you is just fine.

David knott 242 wrote:
Humphrey Boggard wrote:
Is there any reason why a PC couldn't be a paladin of one god and a cleric of another?

Why should that be allowed?

In PFS, there is definitely a rule that you can only have one patron deity; outside of PFS, it is up to your GM.

But what are you trying to accomplish by doing this? Paladins have very few if any abilities that are deity dependent.

Besides, you're only one person. You should have only one alignment. OK, that's flavor, not RAW (so far as I know), but what sort of backstory would you use to explain it?

Tarantula wrote:
I like the idea of, if you aren't in combat, just say who opens the door. If you are in combat, then yes, it matters, because you'd be in the way of your friend who is in a fighting stance and ready to defend himself.

Are you trying to open the door and jump back so someone else fights the orcs that will come boiling out of the open door? If so, you're -still- in the way of your friend. Just have one of the three not in the direct line open the door.

At 2nd level, can I take two ranks in a skill even though I didn't take one at first? I would think so.

"3rd Round: The strength and location of each aura."
Does this mean that on the 1st round you use this you don't know where the magical item is?

Could s/he have made multiple attacks if s/he had not taken the 5-foot step? If the adventurer could hit NPC A, then hit NPC B, while standing in one place, then I see no reason s/he couldn't still hit two enemies with a 5-foot step in between. But this shouldn't give them an extra attack.

I would say no, because it's in the warpriest table. Besides, it would be too easy. :)

Bacondale wrote:

Also:

"In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn."

Yup. And I'd apply that to your primary hand and any buckler you were holding in it too.

SlimGauge wrote:

Compare and contrast:

I would think even a bodkin point would benefit from sharpening the tip and the edges for at least a bit of the head; though it doesn't have "blades" as such.

LazarX wrote:
blahpers wrote:
Warhaven wrote:
They typically have blades, so I'd rule yes.
They have points, not blades, so the answer is no they do not count.

My arrowheads (real life) certainly DO have blades and I DO sharpen them before going hunting.

"You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so."

So a weapon in either hand would take a -1 penalty because of the shield and you would only be able to use one of the shields anyway. Doesn't sound worth it.

After a confirmed crit and some nice damage rolls I got, "He's bleeding". Another player got, "A tree got in the way and your sword is stuck". But exact damage? No.

More a light pack animal in real life. Too small for a person to ride so I'd charge a bit less than a donkey. Also a donkey can carry more, so maybe 7gp.

I've done a lot of backpacking and there's a limit to how carefully you pack. I -do- put all of the food together, know where the first aid kit is, etc. I would expect all of the potion vials to be in a particular pocket, on the outside, so they can be reached quickly, but it's quite possible that the vials are all similar. Not being machine made, they'd all be slightly different, and it would depend on the adventurers perception level to tell them apart by touch. If there are only two or three I might just assume your average adventurer would be able to tell. Twenty or more, I would make them roll.

Kazumetsa_Raijin wrote:

Just remember that it's always your Str Modifier + BAB + Weapon Enhancements + Class Abilities + Feats.

At level 1:
You have a Str Bonus of +4.
You have Weapon Focus of +1.
You have BAB of +0.

Right now you'd be at a total of +5 attack, at 1d6+4 damage(or the weapon damage if it's higher).

Thanks, that's what I figured, looking at the rules, and why I was puzzled at what I had done back then. I might have been looking at a level 4 warpriest I had played earlier. At level 4 you do get an attack bonus. Whatever. So long as I'm not cheating now. :)

Take me a while (level 10) before the sacred weapon damage catches up to what I already get with a falchion. 2d4 +6 (two handed). None of the goblins got up after I hit them.

Alexander Augunas wrote:
daimaru wrote:

So the question:
Any chance he could sleep warm while in human form because he's "really" a fur covered kitsune?

I would think not, since he loses his bite attack as a human I'd assume he lost his "furry warmth" too. Any opinions?

As for this specific part of the question, change shape is a transmutation (polymorph) effect, which means when you turn into a human your body is literally changing. It is not an illusion. So you don't have a fur coat while you're in human form, so you would regulate body temperature as a human does.

OK, what I figured. :) So I guess it's just useful for roleplaying, why I like to sleep away from the group to keep my secret or why I let them know I'm a kitsune, or whatever.

This thread made another similar question pop into my mind. I couldn't decide if it belonged in here or separate, but here goes.

I have a kitsune rogue with only average strength who benefits from fast and agile movement. That means I really want to keep his load down. It occurred to me that I could ditch his sleeping gear and just have him sleep in his fur coat if the weather turned cold.

So the question:
Any chance he could sleep warm while in human form because he's "really" a fur covered kitsune?

I would think not, since he loses his bite attack as a human I'd assume he lost his "furry warmth" too. Any opinions?

Makes sense. I did the character off the playtest and now I have the ACG. So I should have dropped the attack bonus down to +5 and now, at level 2, it's back up to +6?

I'm trying to remember why I did something when I set up my warpriest 2 months ago. (Not ruling out a mistake.)

Level one warpriest (base attack bonus +0)
half elf
strength bonus +4

falchion
weapon focus +1
sacred weapon +?

For some reason, I gave the warpriest an attack bonus of +6. I have a note under FEATS saying "sacred weapon (warpriest) (level) +1" which seems to mean that I'm adding in his level as an attack bonus but now I can't find anything in the rules that says I can do this. Did I make a mistake?

What brings this up now is it'[s time to level up. (We only play once a month so I have plenty of time to forget things.)

Yeah, if the character really had those hit points, they just weren't written down and it doesn't affect the game, let him live. OTOH, if you suspect they are the kind of player that would say "Oh, I meant to apply that favored class point to this skill that I just happen to need", kill them.

Lore does include kitsune losing partial control when frightened, particularly by dogs. Also has kitsune able to turn trash into the illusion of something else, particularly leaves into money. Since they can't do the second in Pathfinder and nothing mentions the first I'd be strongly inclined to let them sleep as humans and not lose control. As an NPC or house rules, almost anything goes of course.

For the first question, the Holy Strike does not stack with Holy Weapon, but I assume it does stack with Sacred Weapon, am I correct?
Secondly, Holy Strike gives a 1d6 bonus. Does this double to a 2d6 with a confirmed critical hit? I think so, just checking.

Am I missing something here? Is "the way it's done in the movies" RAW or RAI?

Recently an idiot attacked a pair of tanks with a dagger. My character almost hit him with a falchion but at the last minute grappled. OK, he got a critical hit on my character but he healed and it turned out that alive, and dosed with truth serum, he got us out of the inn surrounded by hordes of zombies by telling us where the secret tunnel was.

The moral being, if you really want him alive and can do it, grapple.

wraithstrike wrote:
daimaru wrote:
I don't think it's metagaming to not wait your turn before saying anything. Can't all your characters just start yelling at each other? I thought metagaming was when you knew something your character didn't and you used that knowledge. Am I wrong?
You saying something as a character is not the same as you(in real life) not declaring an action. The metagame knowledge is that a "crit" does not exist in the game world, and really there is no rules way to not crit if you attack, but a lot of that was covered in previous posts.

The way I read the original post was that the paladin was the only one who thought of taking prisoners and he could have screamed, "Don't kill them, we need prisoners!" I agree that he couldn't advise people to not take a crit if that's what Claude meant.

I don't think it's metagaming to not wait your turn before saying anything. Can't all your characters just start yelling at each other? I thought metagaming was when you knew something your character didn't and you used that knowledge. Am I wrong?

Doomed Hero wrote:
daimaru wrote:

It does make some sense, in real world terms. If my character picks up an extra long weapon s/he is going to have to choke up on it in order to use it at all and that extra length is going to mostly get in the way. The reason spears don't just get extra long is that they aren't useful.
Quote:

Better not tell that to the Swiss. The pikemen they are famous for wielded spears that were 22 feet long. That was their regulation length.
But they fought in groups. Individually, those things were awkward.
Quote:

The real world is full of examples of weapons pathfinder considers to be "oversized"

But, in the real world outsized spears were used as part of a highly disciplined and trained group. Individually, they were awkward.

Jeraa wrote:

It doesn't make sense, but those are the rules. The amount of reach a weapon gives has absolutely nothing to do with its actual length. It just matters whether the weapon has the Reach property or not.

It does make some sense, in real world terms. If my character picks up an extra long weapon s/he is going to have to choke up on it in order to use it at all and that extra length is going to mostly get in the way. The reason spears don't just get extra long is that they aren't useful.

Your favored class is normally the one you chose at first level and there are some that can have two favored classes. Also, you could decide to take a level in a multi class and only have chosen one for your favored.

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