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For the changes to the Unarmed Fighter, it appears that changes made to Takedown should have been made to Eye Gouge instead. Weapon Training 3 is still replaced twice (the modified Weapon Training and Eye Gouge), while Armor Training 3 is not used anywhere (used to be replaced with Takedown).

I'd imagine the better fit would have been to leave Takedown alone (active at lvl 11 and replacing Armor Training 3), and have Eye Gouge moved to lvl 14 to replace that bonus feat.

Edit: formatting


According to the feat, there is no DC because there is no check; you autopass for the required cost.

Gunsmithing wrote:

You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.


Tvarog wrote:
Snap Shot says initiative is treated as roll of 20 for surprise round but "may only take an attack action with a ranged weapon". Does that mean that if any attack is made, it must be with a ranged weapon, or does it mean that the only action you get at all is an attack action (specifically, one with a ranged weapon), and Ambush is worthless if you have or plan to get Snap Shot talent?

A surprise round typically allows you to get one standard or move action.

Snap Shot gives you a bonus to initiative for that bonus round, but limits your single action to a ranged attack.
Ambush gives you a full turn's worth of actions in the surprise round.

Based on the language, they aren't going to work together. I'd tend to prefer Ambush, as it gives more options/mobility during your surprise round. Snap Shot is only going to be useful when you spot an ambush coming or someone else spots your ambush. It will be helpful, but is more situational.


Kazumetsa Raijin wrote:
I wasn't aware I was able to take sub-domains unless it stated so. If we take up a domain(From the original choices for instance: Air, Animal, Earth, Fire, Plant, Water, or Weather), does that automatically give us access to the subdomains? I understand that certain parts would be "swapped" depending on what the subdomain states if we choose that one.

You can take the subdomain of any regular domain you have access to, with the exception of Metal. Subdomain PRD, Subdomain FAQ


Since the spell's description reads "the subject takes no penalties from the fatigued or exhausted conditions," I would understand that to mean that the Barb is still fatigued, he just doesn't take the normal penalties for having said condition.


Kysune wrote:
I could drop dex down 2 points but later on I'd just be getting an "agile" weapon anyways to increase my damage, I figure I could live with the 1 less dmg until then.

As Lune mentioned, weapon finesse only uses DEX for your attack rolls, not your damage. You still use STR for that.


Yes, AoO based off of movement are triggered by leaving a threatened square.


Claxon wrote:
Quote:
Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Unless something I'm unaware of has modified this condition, you only ever get one attack a round when using thrown weapons. Thats what makes them suck. As far as I'm aware, nothing overcomes that limitation. It might be fine below level 6, but after that its untenable.

At least with a crossbow and rapid reload you can make more than 1 attack.

Normally, you are limited to a single thrown attack, due to the requirement that drawing a weapon is a move action. However, the feat Quick Draw does allow you to use all your iterative attacks.

Quick Draw:
Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.


strayshift wrote:
Sir Thugsalot wrote:

It's an excellent weapon because it's a d10 18-20 threat.

2d8 Enlarged. 4d8 Vital Strike. ...that's a lot of base damage.

Ideal for elven and tengu melees because they don't have to waste a feat.

But they lack Con, which as you are aware means less hit points. Likewise their dex bonus often means they wear lighter armour in order to benefit from it. Ultimately it means they are more fragile than other fighters and given that their role is to engage in combat that is not a good thing.

I guess that would depend on the kind of melee you're running. I've been using an ECB quite well for my elven rogue(scout). Using the skirmisher ability, occasionally with spring attack, means I rarely get bogged down. Using the ECB, and vital strike when not springing, allows me to make the most of the single attacks I'm making most of the time.


Gwiber wrote:

How would you simulate in the rules, a combat in which a creature can attack from hiding, hit, and move to hiding again?

I assume some kind of spring attack would be required obviously. But how to keep the creature hidden AFTER the first attack?

There are several classes that offer Hide in Plain Sight or a related ability. Some of them are conditional, such as a favored terrain, in shadows, etc; they would all work to use Stealth again after you have moved away from your target.


MurphysParadox wrote:

Regarding the curse and the revelation (question 2):

The curse limits your vision to 30 feet but you get darkvision. Pierce the Veil lets you have 60 feet of darkvision. The phrasing of "You cannot see anything beyond 30 feet" is a hard limit that the revelation does not override. You may have 60' of darkvision but you're not capable of seeing anything further anyway. And then at level 5 (or 6 if you only go for 4 levels of Oracle), the curse opens up to 60 feet anyway.

It is pointless to take Pierce the Veil; the curse provides the darkvision and (eventually) the range.

Looking again at the curse, I suppose the extra darkvision from SD probably wouldn't stack either--"as if you have darkvision". If I do end up doing an Oracle/SD, I'd probably pick deafened as Krinn suggested.

Reynard_the_fox wrote:

I have bad news and good news.

Good news: Tieflings can use Darkness as a 1/day ability, which can then be boosted by feats like Fiendish Darkness and others. That means you don't need to be a caster at all. They also get a +2 bonus to stealth.

PS: I would recommend taking one of the variant Tiefling heritages that boosts Charisma instead of subtracts it, as it's the key skill for several Shadowdancer abilities. Assuming you can get your GM to let you keep Darkness as your SLA.

Is this a third party variant you are referencing? I can't seem to find it in the ARG.


I like the Shadowdancer prestige class concept; darting in and out of the shadows unseen. However, most of the class's skills are very situational unless you can create your own darkness, mostly through the 2nd-lvl spell of the same name. Reading through the classes that have access to Darkness, I came across the Dark Tapestry Oracle mystery, which seemed to match both mechanically and thematically.

1. I'll obviously need at least 4 levels of Oracle to get Darkness. Since I'll need to be 6th before I start SD (5 ranks Stealth), I'd considered getting a level or more of rogue to get some sneak attack dice. Will this hurt me more than it helps?

2. My thought was to take the Clouded Vision curse--as I understand it, by choosing Pierce the Veil for my first revelation at level 1, the curse is basically nullified, correct? And I'll get another 30ft of darkvision once I start SD too, right?

3. The most important spell to pick up would be Darkness, plus Dusk of Twilight that I get from the mystery. What other spells might work well with the concept?

4. I definitely want to get Spring Attack as one of my feats; with Mobility already being required for SD, it makes sense to go one more step to open up opportunities to pop out of the shadows, attack, and hide again. Are there other feats that would fit well?


williamoak wrote:
Well, the horse animal companion only becomes combat trained once your effective druid level reaches 4 (as can be seen in the animal companion advancement). This does seem like an odd oversight, but dont forget that any other rider will have to do a great number of handle animal checks to get the creature to do ANYTHING since they wont know any tricks. You want him to attack? DC 25 handle animal. Same as anything short of just telling it "go there". (Might be wrong, though this could be an effective rule to limit cheap mount abuse)

One of the features of a Cavalier is that their mount is Combat Trained at level 1 (along with Light Armor Prof at level 1). Makes for a much more combat oriented companion, even if you aren't riding them.

Also, as others have noted, the bestiary horse only has primary att hooves, while the companion has primary bite and secondary hooves.


Ty Marston wrote:
DM_Blake wrote:

I disagree, somewhat. By extension, if you summon a shark, it must appear on the bottom of the ocean and then swim up, because water is not a surface that can support it. Clearly not the intent of the spell. Water CAN support a shark and air CAN support an eagle.

True, the word "surface" is used, but if we read that literally then there is no way to summon fish if you're swimming at sea unless you're within a few feet of the ocean floor, and there is no way to summon anything if you're flying up in the air unless you're within a few feet of the ground.

Those two situations aren't entirely equivalent though. The shark can remain floating in the water with no effort, but the eagle has to actively be hovering to remain in the air.

You can drown a shark by holding it still--it can't breath because no water is moving across it's gills. One could argue that a shark requires as much effort to float as a bird does to fly.