Three ACG Errata You Didn't FAQ


Rules Questions

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Abraham spalding,
Were it not for the existence of Sniper Goggles, I would disagree with you:

By graduating along the "Detection Spectrum" (Located>Detected>Undetected) unlocking additional privileges for the attacker, in all cases the defender being DX-denied, but in the most extreme case (Undetected) causing the defender to be Situationally Helpless, allowing the attacker a Point Blank (30ft) range Coup de Grace, albeit with the defender gaining a +10 bonus to the save (because, they are not actually Helpless).

In such a system, the goggles would extend the Coup de Grace range to a weapons first range increment, and the Deadly Sniper ability would mimic the goggles.

my 2cp.


rainzax wrote:

Abraham spalding,

Were it not for the existence of Sniper Goggles, I would disagree with you:

By graduating along the "Detection Spectrum" (Located>Detected>Undetected) unlocking additional privileges for the attacker, in all cases the defender being DX-denied, but in the most extreme case (Undetected) causing the defender to be Situationally Helpless, allowing the attacker a Point Blank (30ft) range Coup de Grace, albeit with the defender gaining a +10 bonus to the save (because, they are not actually Helpless).

In such a system, the goggles would extend the Coup de Grace range to a weapons first range increment, and the Deadly Sniper ability would mimic the goggles.

my 2cp.

There is no "Situation" helpless though. The worse you will be is flat footed, and detected still means No Dex which is all that's needed for the sneak attack I am offering.

You are using a system (and rules) that simply doesn't exist and therefore there is no reason to give it attention.


I just realized two things about Feral Hunter's summon stuff now.

One is that a normal hunter with a dead animal gains the 1min/lv summon natures ally effect but it's restricted 1 iteration at a time. but can get access to this at lv 1

Feral hunter gains 1min/lv at lv 6, and does not have a limit to the number of times they can cast this spell (which is very good and very in theme)
But I wonder if it would be possible to make it accessible at lv 1 with the restriction to 1 iteration; basically just adding it to the feral focus like it was for animal focus.. Then at lv 6 they gain summon pack as normal + they are no longer restricted to 1 casting.
This would help a lot at lv 1-5.

Though also too bad you can't give them your aspect via a spell at highest levels when they're less useful summons due to the level differences.. Maybe I can get my gm to let me research a spell or something in my home games.

It came up for me at least when I was trying to make a summoner styled feral hunter, which means using various feats for the summon buffing feats. Which pretty much means all my normal feats up to lv 6 goes to those. But due to summon nature's ally duration prior to lv 6 it makes him pretty well difficult to use-because nearly no combat feats. If my summons lasted longer at lower levels then I could totally get away with this style. Otherwise I guess pick up combat feats early on and then start summoning much later than originally intended (due to that line being rather long)


Zwordsman wrote:
Andy Brown wrote:


Well, the Feral Hunter's animal focus is also a polymorph effect, which could have some interesting side effects

Well only thr appearances is polymorph the mechabical becits are not. I assune so as not to conflict wildshape.

But what kinda side effects?

It mostly depends whether that polymorph effect interacts at all with, or against, polymorph spell effects


I think New feral hunter should have bonus teamwork feats and second feral focus.


Any update or clarification on how the Feral Focus ability works exactly?

Does a Feral Hunter just get the one permanent focus?

If you choose just the base Hunter and your animal companion dies, you get 1 focus that lasts minutes and 1 permanent focus that you can change whenever correct?

An 8th level hunter, with a dead companion, gets 2 focuses it that last minutes AND 2 focuses that are permanent that he can change with a swift action, for a total of 4 on him?


BuzzardB wrote:

Any update or clarification on how the Feral Focus ability works exactly?

Does a Feral Hunter just get the one permanent focus?

If you choose just the base Hunter and your animal companion dies, you get 1 focus that lasts minutes and 1 permanent focus that you can change whenever correct?

An 8th level hunter, with a dead companion, gets 2 focuses it that last minutes AND 2 focuses that are permanent that he can change with a swift action, for a total of 4 on him?

No it is only 2 temp plus one perm at 8th. "If the hunter's animal companion is dead and the hunter has applied the companion's animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion's aspects to herself, not both."

Unfortunately this still does not solve the question about the feral hunter!


BuzzardB wrote:

Any update or clarification on how the Feral Focus ability works exactly?

Does a Feral Hunter just get the one permanent focus?

If you choose just the base Hunter and your animal companion dies, you get 1 focus that lasts minutes and 1 permanent focus that you can change whenever correct?

An 8th level hunter, with a dead companion, gets 2 focuses it that last minutes AND 2 focuses that are permanent that he can change with a swift action, for a total of 4 on him?

yea if a normal hunter will get 1 permi and 2 tempis at lv 8 if their animal is dead.

Well firstly. This is all tenititve errata. As far as i know it hasn't been applied to the book or as an FAQ. but the front page listed it as tenititve

tenitive feral :
In the Feral Hunter’s Feral Focus ability, in the last sentence, after “animal focus, ” add “second animal focus, ”. In the Precise Summoned Animal ability, in the first sentence, change “if the hunter chooses OutflankAPG as a bonus feat, she grants it” to “the hunter grants all her teamwork feats”. In the Summon Pack ability, after the third sentence, add “She may increase the duration of any one summon nature’s ally spell affected by this ability to 1 minute per level. She may only have one spell with a duration increased by this ability active at a time.”

last sentence of feral focuses are these:
This ability replaces the animal focus, hunter tactics, and speak with master class abilities.

So. for now,
Feral hunter: you add second animal focus to the things you replace with feral focus..but they did not add "at lv 8 you get a second focus" so currently. you get nothing at 8, as it was replaced at lv 8. NO telling if they had originally meant it to mean you got a second at 8. but. I hope before they put it in, they will word it so you get another focus, permi or temp, at 8. Permi is preferred. I kinda get that the class has wyld focus, but, not every player is going to use that for combat. FOr instance, the feral hunter I want is a dex based nat attack, but he is more primarily a nat ally summoner, and small animal scout.

On the note of summoning.:
I think it might be good to try and have that opened up slightly earlier.. Only because if someone wants to take advantage of that, it likely will be the focus of their character. Which means they'll work on the summoning boosting feats.. so lv 1-6 will be hard if they are building towards summoning..
Though I undrestand why it doesn't and all. It just makes low level playing very different then later levels. Mine that was fairly summon focused, therefor picking up summoning buff feats.. had very little he could at all early levels. Granted I could have just as easily focused on picking up teamwork feats which may have been a better choice honestly. but this class is perfect for some specific designs it's just a bit hard to do some things.
not really important to mention, and I don't really know how one would impliment it in a differet way anyway.

oh it's also a bit ofa shame that so few racial bonuses appply.
but still skill points and hp points are more than plenty honestly


OH

One with the Wild (Ex)

At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter's current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to or if the hunter or companion attacks it first.

The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter's level and her Charisma modifier to determine the Intimidate check result.

So.. Does this not change? and we're just to do the obvious and remove the animal companion from the equation

Grand Lodge

So, related to the Feral Hunter. It says under Wild Shape that one of the things it replaces is "Master of the Wild" This ability is not listed anywhere for Hunter. Is this referring to One with the Wild? Master Hunter? Both?

Also, why the removal of the second focus? I had thought the fact it wasn't getting replaced meant that at level 8 the Feral Hunter got to apply Two focuses at once. (And technically a third at level 20 if they keep Master Hunter.)

Grand Lodge

I just realized one more issue that would be caused by the 1 min/level only taking effect with summons affected by the Summon Pack feature is that if you change your focus it is no longer under the effect and would loose the duration, potentially ending the spell immediately. Or would it keep the duration and just loose the extra animal?


Mark Seifter wrote:
brock, no the other one... wrote:
Pathfinder Design Team wrote:
Replace the Sniper archetype’s Deadly Range ability with “Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.

That, I like — far more sniper-like.

Is that intended to be an automatic 'is aware', or can the sniper still attempt a stealth check at -20 to remain hidden?

Oh, you might be hidden. But they are aware that, y'know, someone shot them and is present at the same location, even if they don't know exactly where the sniper is.

Mark.

Mark.

Mark please.

We need a Talent that, assuming a ridiculous Bluff and Stealth check, allows us to shoot someone in the face without them realizing they've been shot.

Paizo Employee Designer

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Secret Wizard wrote:
Mark Seifter wrote:
brock, no the other one... wrote:
Pathfinder Design Team wrote:
Replace the Sniper archetype’s Deadly Range ability with “Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.

That, I like — far more sniper-like.

Is that intended to be an automatic 'is aware', or can the sniper still attempt a stealth check at -20 to remain hidden?

Oh, you might be hidden. But they are aware that, y'know, someone shot them and is present at the same location, even if they don't know exactly where the sniper is.

Mark.

Mark.

Mark please.

We need a Talent that, assuming a ridiculous Bluff and Stealth check, allows us to shoot someone in the face without them realizing they've been shot.

Stop Shooting Yourself! (Ex): A sniper with this talent can attempt a Bluff check at a -50 penalty after shooting someone, against that target's Sense Motive. If he succeeds, the target is convinced that somehow she, in fact, shot herself. If he fails by 10 or less, as long as he has the vice president archetype in addition to the sniper archetype, he can at least pass the shot to the face off as a hunting accident. A sniper must possess the stop hitting yourself! slayer talent before selecting this slayer talent.


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Stop hitting yourself! (Ex): When a slayer makes a disarm check against a target instead of removing the melee weapon, he may instead make a normal melee attack against the wielder of that weapon with the weapon that would have otherwise been disarmed..


Mark Seifter wrote:


Stop Shooting Yourself! (Ex): A sniper with this talent can attempt a Bluff check at a -50 penalty after shooting someone, against that target's Sense Motive. If he succeeds, the target is convinced that somehow she, in fact, shot herself. If he fails by 10 or less, as long as he has the vice president archetype in addition to the sniper archetype, he can at least pass the shot to the face off as a hunting accident. A sniper must possess the stop hitting yourself! slayer talent before selecting this slayer talent.

Literal and figurative shots fired.

Now I want a Pathfinder SOTU address.


Pathfinder Design Team wrote:

Tentative Errata wrote:

Replace the Sniper archetype’s Deadly Range ability with “Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.”

I like this much better than originally written, HOWEVER, and Im surprised it hadn't been mentioned already, a Sniper doesn't get a "sneak attack" until 3rd level, which makes getting this Ability at 2nd level pretty much worthless for a time.

Perhaps allowing the Level Damage Bonus to apply to ALL attacks within a ranged weapon's first range increment, whether sneak attack or other, and once 3rd level is attained, allowing a ranged sneak attack within a weapon's first range increment with the damage bonus as stated.

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