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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.
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# ? Dec 17, 2012 02:52 |
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# ? May 21, 2024 07:14 |
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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 |
# ? Dec 17, 2012 02:54 |
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A free action has to be on your turn, you guys are thinking of immediate actions.
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# ? Dec 17, 2012 02:56 |
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.
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# ? Dec 17, 2012 06:32 |
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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. 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.
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# ? Dec 17, 2012 10:18 |
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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.
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# ? Dec 17, 2012 11:52 |
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obeyasia posted:Someone suggested that as a Barbarian I could put the Beast Totem, Lesser claw attacks on my FEET. 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?
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# ? Dec 17, 2012 14:44 |
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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.
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# ? Dec 17, 2012 22:18 |
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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.
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# ? Dec 17, 2012 23:11 |
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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.
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# ? Dec 18, 2012 07:57 |
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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.
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# ? Dec 18, 2012 15:49 |
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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.
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# ? Dec 18, 2012 16:07 |
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10 minutes/level is enough to clear (at least most of) a dungeon once you get past low levels.
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# ? Dec 18, 2012 17:06 |
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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? 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 |
# ? Dec 18, 2012 17:23 |
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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."
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# ? Dec 18, 2012 18:38 |
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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?
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# ? Dec 19, 2012 07:03 |
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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. 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.
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# ? Dec 19, 2012 07:28 |
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. Heroism's nice to have.
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# ? Dec 19, 2012 08:17 |
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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.
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# ? Dec 19, 2012 15:00 |
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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.
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# ? Dec 19, 2012 19:42 |
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It takes exactly as long as makes the plot interesting.
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# ? Dec 19, 2012 19:52 |
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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.
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# ? Dec 19, 2012 19:53 |
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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.
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# ? Dec 19, 2012 19:58 |
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Inverse Icarus posted:This, and I err on the side of giving players their buffs. 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.
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# ? Dec 19, 2012 20:37 |
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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.
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# ? Dec 19, 2012 21:20 |
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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
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# ? Dec 19, 2012 21:42 |
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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.
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# ? Dec 21, 2012 00:59 |
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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.
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# ? Dec 21, 2012 01:58 |
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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.
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# ? Dec 21, 2012 02:04 |
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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.)
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# ? Dec 21, 2012 02:07 |
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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. 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.
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# ? Dec 21, 2012 02:10 |
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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.
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# ? Dec 21, 2012 02:13 |
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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 |
# ? Dec 21, 2012 05:22 |
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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. 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.
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# ? Dec 21, 2012 09:09 |
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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.
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# ? Dec 21, 2012 19:08 |
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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.
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# ? Dec 21, 2012 19:17 |
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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.
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# ? Dec 21, 2012 19:35 |
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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.
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# ? Dec 21, 2012 19:40 |
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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.
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# ? Dec 21, 2012 20:12 |
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# ? May 21, 2024 07:14 |
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Seconding the Advanced Player's Guide as the next-best book besides Core. It does a lot for the game.
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# ? Dec 22, 2012 00:32 |