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Earlier tonight, we had a heated debate on how a Bard's countersong actually works. There seems to be 2 different stages, and the 2nd is fairly clear cut. It was the initial part that caused the discussion. Core Rulebook v6 Lite wrote: Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components. Person 1: Believes that the effect is similar to a reroll. Where, you use the better roll, regardless of a natural 1 (on either die, since a natural 1 doesn't auto-fail a skill check). Referenced the Fortune Hex, despite not having the same language.Person 2: Believes that the effect is not a reroll.
________ What are your opinions on how it works, and why you think so.
I was curious about how a +0 Fortuitous Amulet of Mighty Fists interacts (in PFS) when you have Combat Reflexes and multiple types of natural attacks? Each weapon is a separate weapon, like a pair of swords are. Ex. Tengu Monk 1 has the amulet with unarmed strike, 2 claws, and bite. Round 10, baddie 1 drinks a potion next to you... triggering an AoO unarmed strike and a second at -5. As its standard action, baddie 1 tries to grab you, triggering an AoO with your claw and the second at -5. Same round, baddie 2 provokes two separate AoOs (like stand up and cast a spell) for each of your claws to be used with the 2 Fortuitous follow-ups.
"FORTUITOUS PRICE
ACG 214
I was talking to some friends after a game tonight and Monstrous Graft came up. We talked about the mechanics and how vague they were in combination with other mechanics. We were hoping for some rulings on the following questions... 1) what kind of limbs are replaceable? It only mentions gaining bonuses for arms and legs. Ex. Tiefling can have extra limbs like wings or a tail. 2) what kind of limbs are the replacements limited to? Mechanically, it doesn't mention that the limb must be the same as the stump. Ex. Tiefling swaps out his wings for a tail and a leg, or his tail with and arm. 3) obviously Tentacle and Vestigial Arm are limbs, does the grafted arm still have to abide by the 'no more attacks' clause? Ex. Now 3 armed tiefling alchemist 4 gets full TWF attack of 'primary Longsword / secondary Short Sword / secondary Slam' 4) what happens to the grafted limb if Vestigial Arm/Tentacle was retrained to a different discovery? The grafted limb being used is no longer the actual nub. Thx! ------------ "Monstrous Graft (Ex): The alchemist can replace up
-ISMC 23 "Discoveries: cytillesh bomb, monstrous graft, and precise poison are legal for play" -AR 3/22/17
I was curious if there was a list of all/most the guilds and organizations in Pathfinder? I found this, but it appears to not have been updated in awhile. The most recent ones on that list were from sources ~2009. Ex. Pathfinder Society, Aspis Consortium, Blackfire Adepts, The Harrowed Society, etc.
I was unable to find this on the paizo boards, but came across it on the Min/Max ones. --------- The basic concept? A Sensei Monk of the Healing Hand 20 can cause allies to explode into oblivion on your death. World changing twist? Make sure that friend had the name of a deity that you didn't like, and... *poof* name erased from everything. No more name means no more worshippers, which means no more power. Great choice for targets? Replaceable buddies, like animal companions or bought animals (toads, rats, etc.). Spoiler: Quote: True Sacrifice (Su): At 20th level, in a final selfless act, a monk of the healing hand can draw in his entire ki, which then explodes outward in a 50-foot-radius emanation. All dead allies within the emanation are brought back to life, as if they were the subject of a true resurrection spell with a caster level equal to the monk’s level. When the monk does this, he is truly and utterly destroyed. A monk destroyed in this way can never come back to life, not even by way of a wish or miracle spell or by the power of a deity. Furthermore, the monk’s name can never be spoken or written down again. All written mentions of his name become nothing more than a blank space. Quote:
Just curious, what were they thinking when they allowed Monstrous Graft to be a legal options? How is this an option, but Drow stuff is a no-no? Inner Sea Monster Codex wrote:
I didnt see another thread relating to at least Death Roll... ISR I see why Kinslayer is banned, but why Death Roll, Eclipse Strike, and True Breed?
ISG
CoC
BMW
ARG
OA/PU
A guy in our PFS group claims Gloves of Reconnaissance creates a window only between your hands. Also, allows bad guys to see you back through the 'window'. This is obviously wrong, but he's using the "since it doesn't say it doesn't, than it creates the two-way window" argument. I know he's wrong, but he won't accept that.
I was browsing and noticed that under "Advanced Race Guide", the Ratfolk stuff is both legal and illegal. Quote: In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play. Quote: Ratfolk: all alternate racial traits, favored class options, racial archetypes, racial discoveries, equipment, feats, magic items, and spells are legal for play. Which is right? I was looking at their equipment to use. Should probably be flagged for the next Additional Resources. I have saved pdfs that show it goes back at least to January 2015
I couldn't find anything that said what happens to a weapon special ability when using the wrong damage type. Since the weapon is partially the right type, it still can be applied to the weapon itself, despite being used as the wrong damage type. Example... +1 Keen Cestus would still have the increased threat range when used as a bludgeoning weapon. -------------- How would this same situation apply on melee only applied to ranged weapons? I can't seem to find anything on this either, except melee guns specify they are double weapons. Example... +1 Vorpal Longsword hurled with Throw Anything
I was curious about the Swords, the Scrolls, and the Spells factions in the PFS Primer. I could not find anything that said they weren't legal obviously from the Additional Resources pdf and here. Does anyone use them? Are they just super minor factions compared to the main 7? Are they going to be added to the Organization of Play or get Journal Cards like the main 7?
When using Kraken Throttle and suffocate someone, which part of the suffocate rules do you use for PFS? 1- Do they get a "hold breath" step?
How I read RAW, you skip straight to the unconscious, dying, dead" step, since that is the actual suffocation as the feat says. Whereas the previous step not yet suffocating, not said by the feat. Chokehold specifically says that they hold their breath, wouldn't you say the same thing in this feat? Yes, this is the more powerful interpretation, but seems like how RAW reads to me. RAI would probably be otherwise Suffocation wrote:
If I were to select, say Kitsune Pounce, as my monk bonus feat, would it qualify for ignoring the prereqs? I feel that reading it, it would. I don't want people's opinions on the power level of this, just rule interpretation, please. Dragon Empires Primer pg5 wrote:
How is the barbed arrow supposed to work when the bow doesn't have reach? Spoiler: Ranged Tactics Toolbox wrote: Barbed Arrow: *snip* When a barbed arrow is attached to a length of silk rope and fired from a bow, the arrow’s range increment is reduced to 30 feet, but it gains the grapple special weapon quality *snip* Ultimate Equipment wrote: Grapple: On a successful critical hit with a weapon of this type, you can attempt a combat maneuver check to grapple your opponent as a free action. *snip* While you grapple the creature using a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away that the creature you’re grappling is no longer within the weapon’s reach, you end the grapple with that action.
I've seen a million AA threads. But never saw an official running while browsing through. Has there been an official ruling/errata/FAQ on how Abundant Ammunition works in relation any/all of the following... 1- container w both magical and no magical ammo.
this thread need only be about the rulings, not people's opinions on which is RAW and which is RAI. |