given the following example ...
GGGG---GG where G is the ground and - is empty
assuming a running start
1) is the DC based on the gap jumped over [5,6,7] (DC15) or the distance to the next Box of ground [5,6,7,8] (DC20)?
2) when determining movement, does the jumped distance count against a characters total movement? moving from 1to9 equal 40' movement?
3) does landing at the end of a long jump end your move action or can you continue provided you have movement available?
4) using acrobatics happens during a move action so if a double move is required to jump a distance, does it need 2 checks?
The text mentions the cheetah and jaguar but doesn't specify to use those stats from the beastiary. I'm planning on using one in an upcoming game where the GM can be a bit rules lawyer-ish. So do we intact use those stats?
Character concept has a snow lynx (who will eventually become an AC (cat, small)
So we had a situation where while fighting a large creature, a character was able to get into melee (passing through a threatened area) without provoking an attack of opportunity.
M=monster, R=Ranger, F=Fighter, -=open space
The question really comes down to does the Ranger provide cover to the fighter. RAW states you can't make an AoO against something with cover. To keep things moving along (it was a large combat), we just decides there was cover but now that I think more about it, I'm not so sure. The monster is tall so it has a reach of 10.
Burning gaze has a target of "you", share spells say the caster "may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself."
If I cast Burning Gaze, I can cast it on my familiar thus giving it a standard action to look at bad guys and try to set them on fire.
The spell has a saving throw Fortitude (negates), as well as a Reflex save to quench the flames.
Is the save DC based off the familiars Int as the gazer, or the casters Int since they actually cast the spell?
Ok so I keep reading about monk dipping and how flurry works and then it hit me ... I have had a multiclass monk/ fighter for a while and as I am about to hit a +6 BAB, I want to get a grip on the number of attacks and bonuses I have.
For simplicity I'm onlyhoin to use base BAB and not include any bonus/penalty from attributes and feats
Monk 1/Fighter 5
Monk 2/Fighter 6
Does that look right?
So in one of our last sessions, the party found themselves in a circular tower with an interior spiral stairway surrounding an open courtyard. The BBEG lured the party to the top level and jumped to the bottoms using feather fall.
The question is if the BBEG has movement left after moving off the ledge, can he still continue to move after he feather fell down? Falling if I recall doesn't count as movement and is instantaneous.
A gray wardens Harsh Judgement stacks with inquisitor levels but they get limited types (destruction, peircing, ect).
So if an inquisitor PrC to gray warden do they loose the other judgements or can they have both judgement and harsh judgement running at the same time (activated with separate actions)?
Had a discussion during a game where it was pointed out that if you have a quickened spell, you could use both it (as a swift action) and cast another (as a standard).
I could have sworn there was something about only ever casting one spell per round but I'm not sure.
Can someone point me in the right direction.
So I have a character using a glaive (10 ft reach) who is standing directly behind the fighter who is engaged. Using the aid another action, you are required to make an attack roll against AC 10. However reach weapon are subject to ranged cover rules.
Does the character need to hit AC 14 to aid or does the specific AC 10 in the aid another action still apply?
I've been playing around with the idea of an unarmed Magus and (for whatever reason) the name Naruto came to mind. Probably due to the "magical like" special attacks and such so I drifted toward a Kakashi Hatake model.
Background is basically the guy who goes from town to town looking for more "jutsu" (aka spells) which he records in his little book (aka his spellbook) disguised as a romance novel which he reads religiously every morning.
Mechanically it would revolve around using FoB when not using spell combat, being mobile to help the rogue flank and using spells more for self improvement .... oh and summoning my ninja dogs
So far I have ...
Kensai Magus / monk
Str 13, Dex 15, Con 12, Int 18*, Wis 14, Cha 13 (human +2 attribute bonus)
(K)= Kensai, (H)= Human, (M)= Monk
Level 1: Kensai lvl 1
Level 1: Monk lvl 1
Level 3: Kensai lvl 2
Level 4: Kensai lvl 3
Level 5: Kensai lvl 4
Level 6: Monk lvl 2
Level 7: Monk lvl 3
Level 8: Kensai lvl 5
Probably going Kensai for remaining levels. Most likely will start at lvl 5 so a lot of the "hard times" will be well behind me.
Things I'm not sure about ... what to use as the one Kensai exotic or martial weapon proficiency. nothing really says I have to make my one weapon my "favored" weapon.
This is my fist real attempt at a themed Magus (without using the usual guides) and I know its not optimized but any advise on improvements or where to go from here would be appreciated.
With all the new talk of off hand/primary hand, AoO with reach and non-reach, I keep asking myself, what is the intent definition (game mechanic) of wielding.
Is wielding ...
Checking the common terms, it weird that neither wielding of threaten are listed when they come up so many times in rules definitions.
Edit for spelling as my thumbs are dyslexic
Eldritch Heritage states ...
Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
If a character with the eldritch heritage feat multi-classes into sorcerer, are they restricted from taking the bloodline associated with their eldritch heritage?
If they are not restricted, do they lose the feat, replace the feat or change their eldritch heritage bloodline?
searched but found no answer ...
Touch Spells in Combat wrote:
Deliver Touch Spells (Su) wrote:
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
is you specify the familiar as the "toucher", is the delivery of the spell still a "free action"?
seeing his friend unconscious, master casts CLW spell designating his familiar as the toucher. The familiar is capable of double moving to the unconscious friend and use a free action to touch them delivering the spell?
There are several abilities, bloodlines powers, revolations, ect that have a time duration while requiring a standard action to start. Does the round you start the power count against the duration.
A character uses a standard action to start a power but it only lasts one round ... is the one round used up at your next initiative pass?
Wraith (CR5) have the special ability to create Spawn
Create Spawn (Su)
A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.
A wraith is CR5 but the spawn are weaker losing hit points, damage, and I'm assuming special abilities so I would presume their CR would be lower but how low would that be?
I'm trying to put together an encounter for a APL7 and want to include something incorpreal and thought I could if anything throw 1 or 2 of these lesser wraiths in the mix but I want to make sure I'm not over doing the CR of the encounter.
Had a recent encounter with a gunslinger vs a black pudding. Firearms do both B and P. A black pudding splits when hit with P or S. This being said which happens first?
Does the pudding take the damage first from B and they split (2 puddingd with 50% Hp after damage)?
Does the pudding split (2 pudding with 50% Hp of original) and then the one takes damage from B?
Does it split and each take full damage from B?
Does it splitand each takes 50% of B?
So the DC for a knowledge check to identify (and get ability hints) is based on the CR of the creature. Its pretty straight forward for most monsters but what do you do when templates or class levels are involved?
For example the CR of skeleton champions are based off HD. A SC with more HD has a higher CR but its still a skeleton Champion. The knowledge check should change but it is technically the same typeof undead.
How do people deal with DCs of templated creatures?
hopefully this is the right forum ....
In a game I'm playing in we have a magus Hexcrafter. As a hexcrafter, he has access to all 6th (or lower) spells with the curse descriptor.
He says Brand is a [curse] spell which according to the PFSRD, he is correct. However the print copy of the APG we have does not show Brand as a [curse] spell.
was there an errata that added the descriptor which we can send copy to our GM? if no errata, where did this change happen?
A thought just came to mind after reading a different thread ... I've always assumed like any other weapon attack, you get your STR bonus to touch attacks but is this right? After all, you are generally not doing damage from a physical strike and you don't add STR to damage rolls from touch attacks.
domain strike wrote:
Benefit: When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.
most domain powers can only be use a limited number of times per day. So as the title asks, if you use the swift action for domain strike, does it use up a use?