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14

The description of the Vampire says you can stake one if its helpless. The rules are optional, but Ultimate Combat does have rules for Called Shots. According to those rules, hitting the heart is a -10 to an attack. Staking a vamp is specifically listed, and requires either a Crit or damage equal to half the vampire's hit points (min 50...), which forces a ...


14

No, you won't need psionic combat rules in Pathfinder. Psionic Combat was removed in 3.5. What you have is probably a 3.0 Psionics Handbook. The 3.5 version is called Expanded Psionics Handbook, and is devoid of psionic combat rules; many of the psionic attack and defense modes, like Mind Blast and Tower of Iron Will, were converted to normal powers.


10

Psionic Combat was not removed in Pathfinder so much as it was removed in D&D 3.5. The 3.0 Psionics Handbook (PsiH) was completely overwritten by the 3.5 Expanded Psionics Handbook (XPH), which did not include Psionic Combat. Psionic Combat was a very bad idea for a large number of reasons, though the main one is simply that it was very out of place: it ...


8

It's bashing. On the same page, in an earlier paragraph, the power of Telekinesis is described as letting a ghost do "basically anything a mortal could do with his hands." Since hand-to-hand fighting does bashing damage, that's what you get. It's only if you use the power to manipulate an object, like swinging an ax, that you might get access to lethal.


7

From Clint: Um, nope. Even discounting the Wild Die and Acing, the average for a die is not half it's highest value, it's half the highest value +1 (for it's lowest value). So the average for a d4 is 2.5 not 2. And once Acing is accounted for, it goes even higher, such that the dice average more than half their highest value +1. So to use the ...


7

Actions in Combat Each turn, you get four types of actions: Free, Swift, Move, and Standard. You can also use a Full-Round action instead of your Move and Standard actions. Swifts are not going to come into play here, nor are the related Immediate actions which take place outside your turn. You are usually limited to 1 Swift, 1 Move, and 1 Standard action, ...


6

If I correctly understand the question being asked, you are asking us for effective techniquest to use in describing combat against multiple oponents. I could answer this in an system-agnostic manner, as Im not very familiar with 7th sea, but Im sure you will be able to relate my advice to this system. What is important for mass combat, I dont think you ...


6

There is actually a Paragon Path that can help with this. Specifically, its utility power "Ride the Giant Down": Ride the Giant Down Daily ✦ Martial Move Action           Melee 1 Target: One Large or larger creature Effect: You move into the target’s space, provoking opportunity attacks as ...


4

If I am wielding a long spear against a goblin with a dagger ("Staying far out of it's reach, I make quick thrusts at the goblin's head!"), do I roll Hack and Slash? Do I simply roll damage? What happens if I roll Hack and Slash and roll an 8? You roll hack and slash as long as, narratively, it makes sense for the goblin to be at the spear's weapon ...


4

It seams that the difference is that with Defend you can Move but you can't use an Action but with a Full Defence you can do an Action but not Move. So if you use something like Two Weapons you can attack with one and be on Full Defence with the other. So you are dropping your attack by -2 (or -4) to gamble you can increase your parry. Clint seams to ...


3

Look here: d20pfsrd Moving is not in and of itself a standard action, and does not prevent attacking. Taking a single step, however, is a free action, and can be done in conjunction with a full turn action. So, in short, moving five feet, she can be followed by an assailant with little difficulty and attacked, because movement is a move action, not a ...


3

In Dungeon World, always remember that moves follow the narrative, rather than the other way around. First, to look a the rules, on p. 324 Weapons have tags to indicate the range at which they are useful. Dungeon World doesn’t inflict penalties or grant bonuses for “optimal range” or the like, but if your weapon says Hand and an enemy is ten yards ...



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