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1

It is a good feat, but really, aside from the +5 initiative (which, if you have a high DEX, may not be all that necessary) the rest of the feat only applies if the DM sets up encounters that it can exploit. Is your party ambushed often? Are enemies often using stealth against you? If so, then the feat is very valuable, if not then ability score increases may ...


13

Here's what you're trading for the alertness feat if you don't take the abil score upgrade and instead take the feat: +1 to damage +1 to hit +1 to AC +1 to Dex saves +1 to Dex checks +1 to init The question then, ultimately, becomes, is +5 init (net +4), no surprise and no advantage on attacks against from hidden opponents worth it. The latter two ...


5

The rules for charge were originally written in the Player's Handbook and contained the following limitation to movement: You must move at least 2 squares from your starting position, and you must move directly to the nearest square from which you can attack the enemy. With a reach weapon this meant that you must end a charge at the length of your ...


3

Can I combine Polearm Master/Sentinel with War Caster to cast spells as OAs when an enemy >enters my reach (PM) or when they Disengage from reach (Sentinel)? (note: technically speaking, all of this will be up to your DM) War Caster with Sentinel, creatures moving away even with Disengage, yes; creatures within 5' attacking a different target no: ...


11

A rogue needs to meet all prerequisites for the feats gained via Combat trick. Take a look at the description of Combat Trick A rogue that selects this talent gains a bonus combat feat (see Feats). and compare the rogue talent description to the Monk Bonus feat Bonus Feat [...] A monk need not have any of the prerequisites normally required ...


4

The Special Edition PHB disambiguates the wording. Some people refer to this as "stealth errata" since it doesn't seem to have made it into any other sources, nor was it conspicuously announced anywhere. Even the SRD doesn't seem to have been updated to contain the new wording. Nevertheless, it makes the intent of the feat clear. Emphasis mine: When ...


3

You Need To Use A Move Action The way this feat works isn't how you describe. It requires using a move action to move, and a standard action to attack. As for why, I'll refer to the line of the feat you omitted: You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. You have to ...


3

This looks to be entirely up to DM discretion. There are two equally valid positions on this and the rules do not refute either one. The first is that this is a completely separate spell, and slot, and that the two have no overlap with your casting class. The spell you learned and the slot you obtain are kept separate from the class spells if you have ...


2

Let's look at the book, shall we? Martial Arts does not make a Monk weapon finessable. However, there are two Monk weapons that have finesse: dagger and short sword. Please note, according to the weapons table, unarmed strike does NOT have finesse. So, RAW, you CAN use Defensive Duelist if you use a dagger or a short sword.


7

Your above quote is actually a slight misquote, but it lead me astray in answering this question. The correct text reads: The spell must have a casting time of 1 action and must target only that creature. A casting time of 1 action is a property of the spell and not the casting, so from an initial reading it would appear that the question of how many ...


-1

Another very powerful option for a few levels from now. Ring of Revelation - Choose another mysteries armor revelation. I.E. Air Barrier. You will need a decent UMD but you have the skills points and the charisma. Because you will be emulating a mystery you do not have your effective level for the use of the ring will be your UMD check minus 20. You can use ...


2

Many-handed weapon fighting Pathfinder has no rules for wielding a single weapon in more than two hands. In 3.5, however, Savage Species did have rules for three-, four-, and more-handed weapons. Each additional hand used to wield the weapon added another ½ Strength to the weapon’s damage. For example, a marilith using six hands to wield a ...


4

There are no rules regarding over-sized weapons and using more than two arms. Normal over-sized weapon penalties apply. Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder ...


4

Based on the official rules for inappropriately sized weapons, you cannot use a weapon if it requires more than 2 hands. There is no mention of the number of hands the character has in that rule. Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack ...


2

Ok, the easiest thing to do is to figure out the per die increase in damage. This is easy to calculate. d4 increase of .25 per die (1/4) (2+2+3+4)/4 = 2.75 d6 increase of .16 per die (1/6) (2+2+3+4+5+6)/6 = 3.66 d8 increase of .125 per die (1/8) (2+2+3+4+5+6+7+8)/8 = 4.625 d10 increase of .1 per die (1/10) (2+2+3+4+5+6+7+8+9+10)/10 = 5.6 d12 increase ...


3

Considering you're only planning on taking one level of Monk, I'm not sure getting a whole feat for martial arts is really a fair trade. First level Monk martial arts isn't that great. You get a bonus action attack that adds your Dex, (And can use dex for melee with non-finesse weapons), but, ultimately, it's a d4 damage die. That's small potatoes and comes ...



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