![]() ![]()
![]() Possibly worth noting: Readying an action wrote: The action occurs just before the action that triggers it. There seems to be an intimation here that an action is required on the part of your opponent, to trigger your readied action. The change of plane from Ethereal to Material (and vice versa - you'd have to set your trigger to "when he blinks into the Ethereal Plane" because your action goes off before his) is not an action so it does not appear that this is a valid trigger for a readied action. There could be an argument for readying an action for the Blinker's attack and getting only a 20% miss chance, the same as the Blinker. ![]()
![]() ErrantPursuit wrote: It has been clarified that if the Summoner can cast Enlarge on himself it may also be cast on the Eidolon per the bond. Ah yes, my mistake: Share Spells wrote: A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Wow. ![]()
![]() Zeromage wrote:
Pretty sure he had the Improved Damage evolution. ![]()
![]() Yeah, on a few occasions. It's good fun for co-operative storytelling as suggested above but for my money it doesn't have much longevity. I've played games where a single d10 is shared by the whole table and the storyteller occasionally invites the players to dabble in chance by rolling to find the outcome of their actions. The higher the more favourable and vice-versa. ![]()
![]() Richard Denning wrote: HIs Eidolons has 11 evolution points (summoner used the chosen class optional rule for half elf summoner that boosts evolution by 25%) Whoa there! The Favored Class option adds one-quarter of point to his Evolution Pool each time he takes that option when gaining a level. That's one extra point per four levels of Summoner, not a 25% boost. ![]()
![]() You apply it to attack and damage per attack. PRD wrote:
In your example of a great sword, presuming it's being wielded in two hands, add 50% to that Str bonus. So, if your mod is +4 (implying a Str score of 18-19) then your great sword damage will be 2d6 + 6, before adding in bonuses from other sources e.g. feats. ![]()
![]() Interestingly, it also appears that whilst Uncanny Dodge allows you to keep your Dex bonus to AC against an invisible attacker, it doesn't help you if you're blinded, e.g. In the dark, at least by RAW. I like that nuance though; it reinforces the idea that an invisible creature can still be noticed by other visual cues. ![]()
![]() Loss of Dex bonus to AC and bring flat-footed are two different things - it just happens that one can appear within the other. Being flat-footed means losing your Dex bonus to AC and being unable to make Attacks of Opportunity. So an ability (Uncanny Dodge) which allows you to ignore the flat-footed condition does not exempt you from other effects which simply deny you your Dex bonus to AC - other than an invisible attacker as UD explicitly states. So the climb example is clear, UD does nothing for you. The balance example can be read two ways: a) while balancing the character suffers the following:
or b) while balancing, the character is flat-footed, which means they lose their Dex bonus to AC. In a), UD will save you from being flat-footed but not from losing Dex bonus to AC so the nett effect is that you can still make AoOs while balancing. In b), UD is effective. There are plenty of effects that deny the Dex bonus to AC. Orfamay Quest has mentioned encumbrance, but consider also running, being stunned or squeezing through a space less than half your width. ![]()
![]() By RAW, no you can't - your spells known are fixed. But your GM may allow it as it's unlikely to have a big effect on balance. Remember as we'll that you can swap a spell at even levels so if you have your eye on a 4th level spell and one of your old ones is a bit dusty, that might solve your problem. I reckon you'd be better off knowing the most higher level spells you can, and obtaining scrolls or wands (etc) to fill any gaps in your repertoire. As an aside you can of course use your high level spell slots to *cast* lower level spells if so desired. ![]()
![]() PRD wrote: Channeling energy causes a burst... PRD wrote: A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). So some of it would leak into the corridor assuming the door is open but those in room D-E/10-11 are quite safe. Imagine switching on a light where the channeler is - upon whom would it shine? ![]()
![]() So one more little thing before I feel I've flogged the detail out of this one - the main entry for Aid Another hangs on the condition of you being: "...in position to make a melee attack on an opponent that is engaging a friend in melee combat..." - i.e. the opponent is in your threatened area, assuming you have one. But Bodyguard runs with "When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC". So, not forgetting the rule of specific-beats-general, but wondering whether it really applies to this situation, when determining the validity of your Aid Another via Bodyguard, is it the case that: a) you must threaten the opponent (AA) *and* be adjacent to your ally (Bg); or,
The entry in Bg under "Normal" only refers to the type of action normally required, i.e. standard - it doesn't mention the condition of threatening. This suggests to me that the condition is not meant to be thrown out with the bath water, and a) is true. Thoughts? ![]()
![]() Driver 325 yards wrote: Sincerely, thank you. You're very welcome! Looks like Cao Phen has your answer. @wraithstrike I think the confusion with hitting comes from the mechanic and what the mechanic represents. I suppose it comes with the territory of such an abstract system. [edit]: I see your point now; the Aid Another *mightn't* be a standard action because you might be using Bodyguard, i.e. an AOO, which could be described as a free action taken on another's turn. So @Driver 325 yards, I'm sorry but I've led you astray, partially. I have to say though, I still agree that taking damage from IHW is not the same as being hit. You're not so much drawing off the attack as making yourself into an interposing barrier. In mechanical terms, your ally is "hit" but suffers no ill effects. Now I wonder, would the attacker suffer from, say, Fire Shield if one of you had it up..? ![]()
![]() IHW is one of those effects where the implication is that you can't wriggle out of taking the damage, although presumably appropriate DR or energy resistance/immunity would see you through. Also I second the motion a few people have made above that with IHW you are taking the bullet, not just defending someone more effectively. Crucially, though, you just can't use both feats at once as they require different and discrete standard actions. Aid Another is a standard action and Fighting Defensively/Total Defense is at least a standard action and therefore never the twain shall meet. ![]()
![]() gardengoth wrote:
Whoops, turns out I'm wrong - or at least, the above is only true for the purpose of making the things. On the subject if activation: PRD wrote: The level of such spells depends on the caster scribing the scroll So kinavon's point is right, that Sorcerors have a lot to gain by using Wizard scrolls. But do any GMs therefore track which class scribed a scroll when placing loot? Suddenly this seems unnecessarily complicated. ![]()
![]() kinevon wrote: Actually, there are a couple of scroll use caster level checks that can be considered a bit ... absurd. The DC is set according to the minimum caster level for your class, so in this instance the DC is 7 and you need to roll a 2+. Another example might be a scroll of Cure Moderate Wounds. A Cleric needs to hit a DC of 3 but for a Druid it's 4. ![]()
![]() The Human Diversion wrote: I just wish they'd clear up that "natural cunning" ability because in some situations it more or less gives minotaurs an infinitely high acrobatics score for the purposes of balancing. Only as far as being flat-footed is concerned. If they try to move in the Grease and fail the check (which, out-of-the-box they make at +0), they still cannot move and risk falling, and at best if they pass they can move at half speed. ![]()
![]() Driver 325 yards wrote: By the way, Zen Arhcer/Qinggong Monk. He as it all or at least enough of it all to not have many if any weaknesses. Ah, I beg your pardon, that makes a lot more sense. One thing though; the link to the Crane Wing discussion thread has gone but my tuppence - *surely* you can't use Crane Wing, which explicitly requires a free hand, while wielding a bow which is a two-handed weapon? I appreciate I might be going over old ground there. Okay, so to be constructive (sorry about picking holes before); I think there are areas in which spell casters can excel which you've not ventured into, e.g. healing (more than just a hp battery) and battlefield/terrain control. In a way it becomes a caster's role to lend some or all of 2, 3, 4, 6, 7 & 8 to other party members in order that they can concentrate on their own area of specialization, be it 1, 6, 7 or 8. Of course it's tempting and valid for a caster's focus to be 1, but if they bring nothing else to the table then that's not the best use of their abilities - as far as optimization goes. A wizard's ability to rescue the party can be formidable. There's room for control in some other classes ofc, e.g. Stalwart Defender, use of reach weapons. I think your focus when optimizing should also be informed by the other characters. e.g. In a party with a strong ranged offense, a front-liner needn't push too many resources into ranged versatility. ![]()
![]() Driver 325 yards wrote: Zen Archer/Qingong Monk? Admittedly I've seen neither in action but on paper the Zen Archer looks like a damage hose and not much else. Qingong Monk looks more versatile but lacking in a way of detecting anything or dealing with traps and big, solid obstacles. Or social situations. I think Losobal answers your question - you can't be "optimized" for so many things at once. ![]()
![]() Is it not the case that a CR2 trap is intended to be a moderate challenge for a rounded party of four 2nd level PCs? I wonder if you're expecting too much of yourself by comparing your party of 1 against a trap. For example, could another PC Aid your skill check? Any spells, e.g. Guidance that could be cast to shore up your chances? Once you've identified the trap, could a Sorceror (etc.) Counterspell it? RAW refers to an "opponent" so perhaps not... It doesn't totally solve the problem but there are some avenues to explore. ![]()
![]() PFRPG wrote:
Is this what you had in mind, Arden? From the school descriptions in the Magic chapter of the Core book. It's unlikely to make any difference most of the time, unless you need to summon a specific creature. I tend to presume your spell just grabs a healthy specimen. I do sometimes wonder whether intelligent creatures from other planes are aware of their own vulnerability to being summoned in this way. It must be irritating - in fact I'm sure that in a previous edition of the game, summoned elementals were hostile (small "h") by default and the first trick was to negotiate or otherwise exert control over them. |