Hi all, The rules for feinting (like many combat maneuvers) indicate that the Feint action provokes an attack of opportunity. Feats such as Improved Bull Rush for example specifically mention that you no longer provoke when attempting a bull rush maneuver, however this text is missing from Improved and Greater Feint feats (unlike all the other combat maneuvers AFAIK). Is this an oversight or does feinting always provoke regardless of your feint feats? Thanks in advance for your advice!
Check out this YouTube video of a virtual tabletop. Apparently materials for their project only cost around $200 and it looks super-cool.
Second attempt, not as good as my previous effort but still fun concepts from the rolls. STR: 3d6 ⇒ (1, 6, 5) = 12 + 2 = 14
My first attempt at a four character party using this system. Great fun but I think I'll stick to the 20-point buy option. The most intelligent party member has a score of 12 which I think would lead to very badly executed strategies! STR: 3d6 ⇒ (2, 1, 1) = 4
I second all the advice from Castilonium and would also like to say that IMO the Paladin is one of the best classes to play both in terms of combat effectiveness (particularly at low levels, at higher levels they get caught/overtaken by the spellcasters) and in terms of roleplay. Also in PF there is no "once per hour" limitation on Smite Evil or Lay on Hands abilities, just a limitation on the number of times "per day" which actually means without rest and prayer rather than a 24-hour period.
The Dreamwalkers, led by a shamanistic matriach who follows the tenets of Lamashtu. The prize warrior of the tribe is a minotaur barbarian, who was magically enchanted/enslaved by the matriach as a young bull. The tribe is the smallest goblin tribe and spends most of its time attempting to bend their neighbours the Bonedancers to do their bidding through trickery and sorcery.
Any player that doesn't value their character's life isn't truly roleplaying IMHO. In a fantasy setting, not many people (especially hero-types) are truly suicidal. Now that doesn't mean that they don't make mistakes, such as poor tactical decisions from time to time, but the character should evolve and learn from these mistakes. If the player has grown bored with a character, suggest to them that they retire the character as an NPC and move onto a new character, so long as they can come up with a plausible history and background for the new character that doesn't affect the story too adversely. IMO there should definitely be penalties for deliberate suicidal acts simply because the player wants a new character to play. In my RP group we often start new characters to the story one level below the rest of the group. Over time these new characters might 'catch up' to the rest of the party, but only after performing several notable acts in the process. Bottom line as GM - reward good roleplay, don't reward bad roleplay, and suicide for the sake of a new character is bad RP.
I would say all zombies within the radius are affected as I imagine the channel ability as being a burst of divine energy eminating from the cleric. Also I can't find anything in the description of the ability that either concealment or cover block the ability (in the Core rulebook at least, but happy to be proven wrong).
It should be pointed out that some weapons are exceptions to this rule. The whip, for example: Quote: The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Hi all, I am a fairly inexperienced GM although I have been playing pathfinder for some time now. I have a player in my campaign (Council of Thieves AP) that is currently playing a dex/stealth based Paladin of Desna but wants to take levels of Ninja also. I don't have a copy of Ultimate Combat, so I might not be too familiar with this class but from what I have read it feels like the Ninja is a rogue, assassin (a prestige class no less) and monk combined without any restrictions on alignment. I kind of feel like he is trying to take advantage of my limited knowledge and design the most mechanically powerful stealth based character imaginable without real regard for the character background. Can anyone see this combination of paladin and ninja working? Am I missing some obvious disadvantage of the Ninja class that balances it against all the advantages the class grants? I personally can't think of an example of a lawful good ninja? Thanks in advance for your thoughts and advice!
My current PFS character is a half-orc barbarian with high str and con, low int and wis. I beefed up his intimidate with intimidating prowess and took intimidating glare and terrifying howl as rage powers. Currently he is level 8 so the other feats I took are power attack, smash and improved sunder. He has such a low int (7 from memory) that I play him barely able to string a sentence together, completely illiterate, and smashing doors down instead of turning the door handle. His current weapon of choice is an adamantine battle axe. He is very fun to play even outside of combat because of a good back story and he is so different to other characters I usually play which tend to have high int/cha combinations. |