Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
obeyasia
Sep 21, 2004

Grimey Drawer
With a Barbarian, since going into Rage is a free action, can I do that ANY time? For instance, can I go into Rage is the GM begins telling me that a bad guy has cast a spell on me for the Will Save boost even if its not my turn to do actions otherwise.

Adbot
ADBOT LOVES YOU

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Unless it's some special not-quite-free action for some reason (and this is Paizo we're talking about), you indeed can.

Also relevant: Dropping prone is a free action, and increases your AC against ranged attacks by 4.

Edit

quote:

Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.

Whoops, guess there's egg on my face. Oops.

girl dick energy fucked around with this message at 05:42 on Dec 17, 2012

Eox
Jun 20, 2010

by Fluffdaddy
A free action has to be on your turn, you guys are thinking of immediate actions.

OpenlyEvilJello
Dec 28, 2009

The on/off turn distinction is a little fuzzy, since you can, for example, load a bow (a free action) during an opportunity attack made as a result of Snap Shot, which is likely to occur on someone else's turn. Probably best to limit off-turn free actions to narrow cases like that and speech.

As for the rage in particular, no. Note that there's a feat (or something) somewhere (might have been 3.5e, I don't remember) the sole purpose of which is to permit reactive raging, which tends to further weigh against the idea.

LGD
Sep 25, 2004

OpenlyEvilJello posted:

The on/off turn distinction is a little fuzzy, since you can, for example, load a bow (a free action) during an opportunity attack made as a result of Snap Shot, which is likely to occur on someone else's turn. Probably best to limit off-turn free actions to narrow cases like that and speech.

As for the rage in particular, no. Note that there's a feat (or something) somewhere (might have been 3.5e, I don't remember) the sole purpose of which is to permit reactive raging, which tends to further weigh against the idea.

On the flip side 3.x had a boatload of extremely situational and borderline useless feats like that, a number of which actively ruled out doing things that should have been/were possible for anyone before the feat's publication. If I was GM I'd be pretty inclined to let the Barbarian rage.

grah
Jul 26, 2007
brainsss

LGD posted:

On the flip side 3.x had a boatload of extremely situational and borderline useless feats like that, a number of which actively ruled out doing things that should have been/were possible for anyone before the feat's publication. If I was GM I'd be pretty inclined to let the Barbarian rage.

There's a handful of ways to grab immunity to fatigue and abuse this, where the Barbarian is raging at any and all times it might be beneficial, but is never raging when a melee attack is incoming. It's not a huge problem generally, basically just negating the -2 AC of rage, but there is some reason not to allow this.

The best way to do this I've seen is to take a single level of Lame-cursed Oracle at level 9.

Klungar
Feb 12, 2008

Klungo make bessst ever video game, 'Hero Klungo Sssavesss Teh World.'

obeyasia posted:

Someone suggested that as a Barbarian I could put the Beast Totem, Lesser claw attacks on my FEET.
Can I really do this?

Not sure if this is completely relevant, but this is what is said about Claws when it comes to Eidolons:

APG posted:

An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

I see nothing in the Lesser Beast Totem description or the Universal Monster Rules that says claws have to go on arms/front feet, so talk to your DM and see what he says?

EscortMission
Mar 4, 2009

Come with me
if you want to live.
Are there any absolutely must-have feats for building a level 6 human Battle Oracle that I'm flavoring to be a professional adventurer/dungeoneer/hero/freebooter/king? The only thing I really have in mind is Eldritch Heritage (Arcane) to get a sweet parrot to deliver Cures on my behalf (the other reason being that tropical birds are awesome).

I'm trying to get away from cliche "I am a basically a cleric but mysterious" archetypes, and I'm open to ideas. Without any real direction I was just going to take item crafting feats but there has to be an Oracle version of Natspell, something that's so dumb and obvious that everybody basically has to take it if they want to be able to find their own rear end in the morning.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!
Eldritch Heritage is great for Oracles, Paladins, Antipaladins and maybe Ninjas depending on what you want. Orc and Abyssal offer a good +6 Inherent Strength bonus (arcane is useful as well, especially with the free arcane spells- never turn down Haste, Overland Flight or Greater Teleport), and battle oracles can get some mileage out of intimidate builds since they can boost both Cha and Str via intimidating prowess as well as size, and as a human you might be able to gimmick something using Intimidating Confidence, but I don't think you'll necessarily have all the feats for it.

berenzen
Jan 23, 2012

It's also good for Human Bards. Perform (Oratory) is a useful enough skill that it isn't too bad to have, and Imperious is a kinda awesome bloodline.

But if you're looking at battle oracles- talk to your DM and if he allows you to take wildblooded bloodlines (kinda hazy RAW, it can be ruled either way). If so, you can look at Sylvan as well. An animal companion to provide you with flanking and more damage is always a nice thing to have.

Axiem
Oct 19, 2005

I want to leave my mind blank, but I'm terrified of what will happen if I do
This is a question that stretches back to 3rd edition. What is the purpose of spells that last for 1 or 10 minutes a level?

I mean, hour/level spells are clearly things you cast at the beginning of the adventuring day; and round/level are things you cast in combat to last that combat.

The minute/level ones just seem to be in an awkward middle ground.

GigaFuzz
Aug 10, 2009

You can cast Minute(s) per Level spells before combat if you have advanced warning and time to prepare, meaning you're not using up an action in combat time.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
10 minutes/level is enough to clear (at least most of) a dungeon once you get past low levels.

Benly
Aug 2, 2011

20% of the time, it works every time.

Axiem posted:

This is a question that stretches back to 3rd edition. What is the purpose of spells that last for 1 or 10 minutes a level?

I mean, hour/level spells are clearly things you cast at the beginning of the adventuring day; and round/level are things you cast in combat to last that combat.

The minute/level ones just seem to be in an awkward middle ground.

At low levels, minute/level is more likely to last the duration of a fight than round/level. It's also good for spells that have useful noncombat applications - a diplomatic encounter or sneaking around will probably take longer to resolve in game time than a frantic melee. If you want to do anything with your spells other than stab people to death, the difference between "I can fly for five minutes" and "I can fly for thirty seconds" is huge.

Ten minutes per level is an hour starting at level six, and these are the spells that make the best subjects for Extend Spell (or a rod thereof, which is the cheapest meta rod around). They don't last all day, but especially if you extend them they do last a good long time.

Benly fucked around with this message at 17:29 on Dec 18, 2012

Danhenge
Dec 16, 2005
Plus once you get to around level 10 or so you can reasonably keep up one or two 2nd or 3rd level spells that last for 10 minutes a level for the entire "working day."

Axiem
Oct 19, 2005

I want to leave my mind blank, but I'm terrified of what will happen if I do

Benly posted:

Ten minutes per level is an hour starting at level six, and these are the spells that make the best subjects for Extend Spell (or a rod thereof, which is the cheapest meta rod around). They don't last all day, but especially if you extend them they do last a good long time.

I hadn't thought of that--makes sense, I guess. It probably depends on how the DM spaces out combat over the course of an adventuring day and such.

Any suggestions for good 10 min/level arcane spells to buff with? I'm thinking See Invisibility and Spider Climb, but are there others?

Inverse Icarus
Dec 4, 2003

I run SyncRPG, and produce original, digital content for the Pathfinder RPG, designed from the ground up to be played online.

Axiem posted:

I hadn't thought of that--makes sense, I guess. It probably depends on how the DM spaces out combat over the course of an adventuring day and such.

Any suggestions for good 10 min/level arcane spells to buff with? I'm thinking See Invisibility and Spider Climb, but are there others?

Even then, at 6th level you have 2 hours a day with extended. While not all day, if you slot it twice you'll probably cover a good portion of your fights, and could do that while traveling / before fights.

OpenlyEvilJello
Dec 28, 2009

Axiem posted:

I hadn't thought of that--makes sense, I guess. It probably depends on how the DM spaces out combat over the course of an adventuring day and such.

Any suggestions for good 10 min/level arcane spells to buff with? I'm thinking See Invisibility and Spider Climb, but are there others?

Heroism's nice to have.

piL
Sep 20, 2007
(__|\\\\)
Taco Defender
I played in my first Pathfinder Society game last night, and it was actually pretty fun. I remembered what wizards were like in third edition, so I did the only reasonable thing; I bought a great axe and cut a lot of dudes in twain. Strategically of course.

The module was one of the really early ones, and was actually pretty well paced, with things seeming daunting and challenging, but getting wrapped up fairly neatly.

smashthedean
Jul 10, 2006

Don't let dogs get any part of fish.
What do most GMs do for tracking time that's going by as people are moving through a dungeon and exploring and stuff? It's certainly possible to track how long each combat takes and I suppose you could figure each 30 feet moved though the dungeon takes 6 seconds, but that seems like a pain to track.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
It takes exactly as long as makes the plot interesting.

TookyG
Dec 18, 2012

I guess I just picked a whole bouquet of oopsy daisies.

smashthedean posted:

What do most GMs do for tracking time that's going by as people are moving through a dungeon and exploring and stuff? It's certainly possible to track how long each combat takes and I suppose you could figure each 30 feet moved though the dungeon takes 6 seconds, but that seems like a pain to track.


I just make a judgement call about what I think is a reasonable amount of time to have passed. There's no reason to track time by rounds when out of combat.

Inverse Icarus
Dec 4, 2003

I run SyncRPG, and produce original, digital content for the Pathfinder RPG, designed from the ground up to be played online.

smashthedean posted:

What do most GMs do for tracking time that's going by as people are moving through a dungeon and exploring and stuff? It's certainly possible to track how long each combat takes and I suppose you could figure each 30 feet moved though the dungeon takes 6 seconds, but that seems like a pain to track.

TookyG posted:

I just make a judgement call about what I think is a reasonable amount of time to have passed. There's no reason to track time by rounds when out of combat.

This, and I err on the side of giving players their buffs.

There's isn't much fun in taking away player spells.

It's required for balance, but if you're seriously counting minutes and rounds to see if a Heroism is still up, give it to them for that fight.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Inverse Icarus posted:

This, and I err on the side of giving players their buffs.

There's isn't much fun in taking away player spells.

It's required for balance, but if you're seriously counting minutes and rounds to see if a Heroism is still up, give it to them for that fight.

Every GM I've played with errs on the side of "your buffs are done" unless they are hours/level, or combats in consecutive rooms.

smashthedean
Jul 10, 2006

Don't let dogs get any part of fish.
Yeah, my usual method would just be to kind of wing it in my head about how long I think things would take and probably err on the side of the players. It would be kind of nice if there were a more exact method, but oh wells.

Inverse Icarus
Dec 4, 2003

I run SyncRPG, and produce original, digital content for the Pathfinder RPG, designed from the ground up to be played online.
It's open-ended for a reason, play it how you want to play it.

Come up with math for how long things take if that matters to you and your players.

Assume all non-hour-long buffs disappear after combat.

Do your best to estimate it, and err on the side of letting players keep the unique spells they chose to cast on themselves if it's "close enough."


That's what makes RPGs with a GM so good: The rules can be flexible to accomodate however your group wants to do it.

Grognards will demand to know that every 30feet of movement is 6 seconds, and if they want to search each tile to not set off a trap that quadruples or whatever, but the game isn't just for them.

Just play how you want to play :)

Inverse Icarus
Dec 4, 2003

I run SyncRPG, and produce original, digital content for the Pathfinder RPG, designed from the ground up to be played online.
I submitted an entry to RPG Superstar, and the voting started today. I went in and did some voting to see what the competition looks like.

Some of these are really, really good, and fairly well balanced.

Most of them are terrible.

Fingers crossed.

Mad Fnorder
Apr 22, 2008
I'm playing a Swordsage in a Pathfinder game and running into a weird mathematical problem which may end up crushing my hopes and dreams.


Basically, it seems way more difficult to trip things in Pathfinder than in 3.5.

3.5's Trip Procedure:

Successful Touch Attack-> Strength (plus bonuses) vs Strength or Dexterity (Plus Bonuses for legs and size and junk)

Pathfinder's Trip Procedure:
Attack using CMB (which includes Strength and BAB) vs CMD (Which includes Strength AND Dexterity AND BAB and Miscellaneous AC bonuses)

It seems like if you're not playing a full BAB progression class your chances of tripping people will start bad and go down hilariously fast as you fight competent foes, especially those with any kind of non-Natural Armor AC bonuses or just generally good stats. This saddens me immensely because as a Swordsage I have Medium BAB progression, Pathfinder's Improved Trip only gives a +2 instead of +4, and I desperately want to use the Throw Dudes Off Of Cliffs maneuvers from Book of Nine Swords, which are supposed to be resolved as Trips. Is there a good math fix for this? Maybe half Initiator level to the CMB check? I'm just curious if anyone's ever dealt with this one translation issue before.

Fudge Handsome
Jan 29, 2011

Shall we do it?
Don't those Setting Sun trip maneuvers give a bonus to trip attempts? I seem to recall at least a couple of them gave a +4 bonus. Aren't there also feats you can take, like Agile Maneuvers to use Dex instead of Str for CMB? Also, the monk gets a class feature that lets them use their monk level instead of base attack bonus when calculating CMB. See if you can convince your GM to let you have that, since the Swordsage is very close to monk in flavour and intent.

J. Alfred Prufrock
Sep 9, 2008
There is a feat to let you add your Dex bonus to trip attempts.

There's also one that makes you use your HD instead of your BAB for your defense against combat maneuvers, and one of the Monk archetypes uses its class level instead of its BAB for initiating maneuvers. It should be easy enough to convince the GM to allow the same (since you're playing a Swordsage, I'm just assuming your GM is cool).

Edit: Beaten, but the feat is Fury's Fall and the archetype is the Maneuver Master.)

Kvantum
Feb 5, 2006
Skee-entist

Mad Fnorder posted:

I'm playing a Swordsage in a Pathfinder game and running into a weird mathematical problem which may end up crushing my hopes and dreams.


Basically, it seems way more difficult to trip things in Pathfinder than in 3.5.

3.5's Trip Procedure:

Successful Touch Attack-> Strength (plus bonuses) vs Strength or Dexterity (Plus Bonuses for legs and size and junk)

Pathfinder's Trip Procedure:
Attack using CMB (which includes Strength and BAB) vs CMD (Which includes Strength AND Dexterity AND BAB and Miscellaneous AC bonuses)

It seems like if you're not playing a full BAB progression class your chances of tripping people will start bad and go down hilariously fast as you fight competent foes, especially those with any kind of non-Natural Armor AC bonuses or just generally good stats. This saddens me immensely because as a Swordsage I have Medium BAB progression, Pathfinder's Improved Trip only gives a +2 instead of +4, and I desperately want to use the Throw Dudes Off Of Cliffs maneuvers from Book of Nine Swords, which are supposed to be resolved as Trips. Is there a good math fix for this? Maybe half Initiator level to the CMB check? I'm just curious if anyone's ever dealt with this one translation issue before.

Maybe run it by your GM as an alternate Favored Class ability - + 1/2 class level to CMB for trip attempts (and CMD vs. trip) instead of the +1 hp or skill point per class level.

Fudge Handsome
Jan 29, 2011

Shall we do it?
I just checked the Tome of Battle and yes, all the Setting Sun maneuvers dealing with trips and throws give a +4 bonus to the "ability check" which would translate to the CMB check when ported to Pathfinder. That alone should give a significant boost. If your GM is cool with giving swordsages that monk maneuver training ability, then you should be tripping people pretty easily.

As a bonus, those Setting Sun maneuvers specifically call out that they do not provoke attacks of opportunity when being used, so the only real incentive to taking Improved Trip is for an additional +2.

Mad Fnorder
Apr 22, 2008
Thanks for the advice. I'll talk to my GM, since he's been pretty loose on translation so far, and then maybe take Fury's Fall, because a lot of the later maneuvers get even stronger with a higher degree of success.

Mad Fnorder fucked around with this message at 14:23 on Dec 21, 2012

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Inverse Icarus posted:

I submitted an entry to RPG Superstar, and the voting started today. I went in and did some voting to see what the competition looks like.

Some of these are really, really good, and fairly well balanced.

Most of them are terrible.

Fingers crossed.

Post cool items when you find them.

Regarding CMB/CMD, it's one of Pathfinder's not-so-good ideas that becomes increasingly borked as you level.

CMB: BAB + Str + size bonus + misc attack bonuses
CMD: 10 + BAB + Str + Dex + size bonus + misc attack bonuses

As you level, the defining feature of high level foes is piles of hit dice which give them a much higher BAB than you, especially if they're dragons or outsiders, plus they tend to be larger than you are and far stronger than you are, and can double-tap ability scores to add both Dex and Str (which is good for many high-end outsiders who have Str and Dex both in the 20s and 30s). It's not a game you can win easily even if you go all-out. There are monsters in there who cannot even grapple themselves due to the difference between CMB and CMD (in part because CMD adds more ability scores than CMB does). Throw on every boost you can, but know that it will become harder and harder as you level.

Sixto Lezcano
Jul 11, 2007



Where would you guys say the Pathfinder Core book is weakest? I want to get my dad one of the books for christmas, but he already has the Core book, which as I understand covers basically everything. If you were to only own one PF book other than the core, what would it be and why? He likes both GMing and playing, so basically anything is on the table.

Mikan
Sep 5, 2007

by Radium

Advanced Player's Guide is always going to be my answer to that question, as long as there's any interest in playing at all. The archetypes add a ridiculous amount of flexibility to character creation and are one of the things I'll always admit Pathfinder got right. The new classes are cool too but mostly it's about those archetypes.

Benly
Aug 2, 2011

20% of the time, it works every time.

LightWarden posted:

Regarding CMB/CMD, it's one of Pathfinder's not-so-good ideas that becomes increasingly borked as you level.

I'd qualify that slightly. I don't think CMB/CMD is a bad idea, I think it's a good idea that got implemented badly, possibly because of the devs valuing developer intuition over testing or actual math.

Which basically describes the majority of PF's problems when you get down to it.

Paolomania
Apr 26, 2006

I think it would work better if you chose either STR or DEX (but not both) as your ability contribution to CMB and CMD. Maybe throw in some special moves that allow you to force an opponent to defend with the ability score of your choice.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

Mikan posted:

Advanced Player's Guide is always going to be my answer to that question, as long as there's any interest in playing at all. The archetypes add a ridiculous amount of flexibility to character creation and are one of the things I'll always admit Pathfinder got right. The new classes are cool too but mostly it's about those archetypes.
Agreed. I'd even recommend the APG over any of the Bestiaries.

Adbot
ADBOT LOVES YOU

Fudge Handsome
Jan 29, 2011

Shall we do it?
Seconding the Advanced Player's Guide as the next-best book besides Core. It does a lot for the game.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply