New answers tagged pathfinder
2
As @mxyzplk said, you will need to deny your opponents their Dexterity bonus to AC.
Here are some ways to do that at range (sorry about the length):
Force them to Balance
Opponents are flat-footed while Balancing unless they have 5 ranks in Balance in 3.5 (or just always, regardless of their Acrobatics skill in PF, if I recall). The Grease spell works ...
3
(Having seen your Ravenloft question earlier, which implies that you're familiar with that setting, I'd especially recommend the following):
Bring them in through Ravenloft. First have the PC enter the demiplane of dread, then have them wander through -- practically to toughen them up -- a few, more and more desert-like domains (possibly encountering a ...
2
Yes, but it has nothing to do with flyby attack
That seems reasonable.
When you have the grappled condition, you can't use your normal movement:
Grappled creatures cannot move
AFAICT the only exception is to move as the result of a successful grapple check. In that case the creature can make the check, and move 20 feet, and it can do this whether it ...
2
A ranged rogue usually can not get sneak attacks after the opponents have acted (surprise round if any plus first round while still flat footed). The rules are set up so that you can't just SA all the time with ranged. You get sneak attack when opponents are a) denied DEX bonus to their AC, typically from being flat-footed or b) flanked by the rogue, and you ...
2
Druids get Nature Bond at first level. If they abstain from an animal companion, then they can choose a Cleric domain: Air, Animal, Earth, Fire, Plant, Water, or Weather. Ultimate Magic adds several new Druid domains: Aquatic, Arctic, Cave, Desert, Eagle, Frog, Jungle, Monkey, Mountain, Plains, Serpent, Swamp, or Wolf.
I can't seem to find a method that ...
2
He also gets more spells / day
I think this bears some clarification here. The magical knack makes your existing spells more powerful, but it does not give you access to higher level spells or increase your spells per day.
The +2 CL basically makes the spell last longer or affect more targets. However, as a first level caster (Witch or Sorcerer), you ...
9
No, Blind-Fight does not allow you to sneak attack a target in dim light.
Sneak attack says (emphasis mine):
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
In order to perform a sneak attack on a target with ...
6
You're asking for which is more powerful - is that really what you care about, or do you just want an interesting character? The number one rule of multiclassing is "never lose spellcasting levels." You've already pretty depowered the character as a Rog3/WW1 even with Magical Knack. I imagine none of the heavy CharOp folks have answered this question yet ...
8
No. Caster levels bonuses are different than actual levels in a class.
http://www.d20pfsrd.com/magic#TOC-Caster-Level
4
First, it doesn't matter what the ability looks like
3.X (including here 3.0, 3.5, Pathfinder, and the semi-combined "system" referred to as 3.PF) is a rules-heavy, legalistic system. The idea that the hair-based natural attack "looks like" a hex or indeed any other ability isn't relevant unless it specifically references those abilities for some reason. ...
2
It costs you your immediate action (which you only get 1 of each round), so you are limited 1 'free' charge per character per round. This charge is at the expense of any swift or immediate actions you might want to take.
It also has some high prerequisites: +10 bab + 2 other teamwork feats. Since these are teamwork feats, both the rogue and the cavalier ...
12
Pathfinder has removed that restriction.
The Pathfinder paladin's entry on Ex-Paladins is a direct copy-paste of the first paragraph of the corresponding D&D 3.5 entry, with minor vocabulary adjustment. The 3.5 entry includes a second paragraph about the multiclassing restriction quoted in the question above, and the Pathfinder entry does not.
A quick ...
3
You're trying to use a D&D precedent in Pathfinder, but the Diplomacy rules were specifically changed!
The line "You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less" was explicitly added to the skill description in Pathfinder; it was not present in prior incarnations of the rules. Given this, it ...
2
Bluff, Diplomacy, Intimidate, and Sense Motive are used for resolving verbal conflict between characters. Animals are still characters, so yes, you can try using these skills in a conversation with them just as you can with other creatures, provided you share a language or otherwise can communicate (as with Feral Talk).
Exceptions (like Wild Empathy) do ...
0
For the most basic and simple difference:
4e is a battle heavy game.
Not so much about exploration.
Pathfinder is dedicated to exploration.
Battles are be "seamless" with the exploration and light.
That's the central difference between Pathfinder and D&D 4e.
D&D 4e is more suited to casual players that like combat and Pathfinder is more suited to ...
6
The way this would work as it appears to me, is that the cleric who is doing the healing would declare their intent to heal the target. The user would then roll for a will save against the paranoia insanity DC. If he succeeds, he beats the paranoia and his strong will forces it down and he accepts the healing as normal. If he fails, his weak will is overcome ...
3
Probably.
There has been no clarification on the ambiguous "as if you had used Diplomacy" language. In general it's accepted that you can lay the Charm Person spell on someone, improve their attitude further with Diplomacy, and since those are two separate effects, when the spell fades they're left with however many levels of attitude improvement the ...
3
Mechanically, that is basically correct. In addition, though, the cleric attempting to cast the heal spell on an unwilling target should probably also be making a touch attack, to be able to successfully touch the unwilling target.
4
No, you've got that down right. The system doesn't really so much as reward low will saves in this scenario, it turns people with high saves into a problem and possibly a little side quest if it gets out of hand. The PC receiving the heal should make a will save and if he fails, he is healed. That is how the system works.
1
I have been a DM of many games for the better part of a decade and I also came across this problem. The key is to be more biased. Document your encounters and make sure they are appropriate CR for your players. This will do two things: First, it makes it so the encounters will not be unfair. These creatures are designed for their level, period. Two, it ...
4
No scale is presented in The Armageddon Echo itself (print or PDF), but on the forums someone projected up from the Library of Dust size and figured the whole thing's a 2000 ft across town, and James Jacobs replied to confirm it was indeed small (though he didn't cite a scale). See Is it just me, or is Celwynvian really small? on the Paizo forums.
14
This doesn't make any sense unless you look at what a Favored Class Ability is (emphasis mine):
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes.
So what this means is that, because you're ...
7
It is a fractional bonus, as described in the rules. These types of bonuses were introduced in the advanced player's guide.
... some of these alternate favored class benefits only add +1/2, +1/3, +1/4, or +1/6 to a roll (rather than +1) each time the benefit is selected; when applying this result to the die roll, round down (minimum 0). For example, a ...
1
Regardless of what the exact rules state I think that in general I have simply have the teleporting person, object etc, arrive with no kinetic energy relative to the location teleported to. It does allow a quickened teleport to save a falling person but eliminates a lot of other problems, like using a permanent to create infinite energy, and determining ...
9
Elemental body places no restriction on spellcasting
Nowhere in the elemental body spell is any limitation on spellcasting offered. It simply says you take the forms of the various elementals.
Elementals are capable of casting spells
Unlike animals, elementals can talk, tend to be roughly humanoid in appearance, and thus can perform gestures and ...
5
Glitterdust is not a mind-affecting effect, a disease, a poison so yes, it will work on mindless undead.
18
There's no fictional reason why the blinding effect wouldn't be effective on zombies and skeletons: they have to visually sense you somehow, and there's nothing in their descriptions that indicates that they have the power to see through barriers and obscuring effects.
Rule-wise, glitterdust doesn't make any special exceptions for undead of any kind, and ...
-4
I see no "instead" in the description, it reads very plain. People are reading into it. Not like it is overly powerful, you are giving up multiple attacks- the point when your str is meaningful- for one solid chop
1
One campaign I'm involved in uses a system of boons granted by high-level NPCs. One of the boons is that they will grant a resurrection, but the race of the character may change (yes, that violates your "no change to the character" rule, but it's worth it).
When someone dies, the other players each choose a race for the new form (you may or may not allow ...
3
I'm probably bumping an old question here, but I figured I would throw this in to help anyone who may come here looking for similar help.
Look into purchasing, finding, or stealing any of the following: (Although they're all a wee bit expensive, from 1000-2000 gp for a +1 bonus, they help. Plus, they're in the PH.)
-Bracers of Armor. These give an armor ...
9
Standard Scheme
You are correct. Read the base save of a Barbarian 3, base save of a Bard 6, and add them.
Factional BAB & Saves: Variant Suggestion
I strongly recommend, however, that you use the “fractional” variant. In 3.5 that’s in Unearthed Arcana; I don’t know if Pathfinder replicated it anywhere, but saves work the same ...
1
As far as I know, yes, when you multiclass, you add together all nuermic values for each of your classes. This includes BAB, Saves, and hit points.
Of course, I can't find a reference to this in the PRD right now. The closest I can get is the Multiclassing section of the Classes chapter, but even this doesn't explicitly say that you add all of these bonuses ...
2
The first obvious thing is definitely to look at the Psychic Warrior. Psychic Warrior is a psionics version of the Magus, which is basically a melee caster. They are fully capable of combat and you can take the "Infiltrator" path to get access to Metamorphosis.
That stated, if you really want to go "full Psion melee Metamorph", I would actually consider ...
13
This seems to be a case of the creature description being based on a development version of a spell that was changed before publication, but the bloody skeleton's ability wasn't updated to match. Or the design notes for the bloody skeleton read something like "or 0 hp on blessed ground" and the developer that actually wrote the text didn't do due diligence ...
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 ...
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, ...
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 ...
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 ...
0
Yeah, I cannot find anything too, even in Psionics Trascended. Still, most if not all the attacks (Ego Whip, Mind Thrust) have a correspondent power, although now they have not really much to do with the attacks themselves.
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.
2
Metamagic effects (like Persistent Spell) only work on spells, but the Protoplasm ability is a spell-like ability – that’s what the “(Sp)” means after the name. SLAs are not the same, and cannot be affected by metamagic.
Metamagic-like effects for spell-like abilities do exist occasionally, at least in 3.5. They tend to be more of ...
3
When it comes to negative levels, I default these levels to being temporary unless there is an explicit description of them being permanent. As it stands, negative levels already have a chance of becoming permanent:
If a negative level is not removed before 24 hours have passed, the
affected creature must attempt a Fortitude save.... On a success, the
...
2
It's a solid group, and it doesn't hurt that they are experienced gamers. From what you've described above, it looks like they'd dominate by getting in the face of the foes and pounding them down by concentrating attacks. The barbarian and monk are fast enough on their own to get into their faces and start putting the hurt on almost immediately and if the ...
2
What I suggest: take a break from the usual Big Bad Monsters - instead, let someone harass them and then disappear. If they pursue, an environmental ambush follows, if they dont, then they get hit by the same hit-and-run tactic again and again. Add greater invisibility, flying snipers, fast movement units, anything that can land a poisoned arrow in your PCs ...
6
I don't believe the highlighted text about the attack being a Death effect make any difference on how the attack works. It's just there to interact with other effects, such as Undead and Constructs being immune to Death effects.
Nothing in the Bodak entry implies that this attack follows energy drain rules as such, except for the use of the term negative ...
4
You get both.
the convention is that you get everything from the super-domain except for the features the sub-domain explicitly says get replaced.
I couldn't find any great sources to cite. This is the closest I could find:
Each subdomain replaces a granted power and a number of spells in the
domain’s granted spell list.
...
5
The only use of the Heal skill during combat is to stabilise a dying character, by applying First Aid. There is no use of Heal that will restore hit points at speeds that can be used during combat.
A standard Healer's Kit gives a +2 circumstance bonus to this stabilisation roll, nothing more – it doesn't, for example, let you restore hit points during ...
11
There is no “Healing Kit +1”
There is the “Healer’s Kit” which gives a flat +2 circumstance bonus on Heal checks. You can’t get it in +1 format that I know of.
Heal Skill: Long-term Care
In any event, the Heal skill in 3.5 doesn’t really heal HP anyway. There is “long-term care” which doubles the ...
3
Character level is what matters when determining how much XP you need to reach the next level, not your level in any individual class. For example, if you were to be a Level 3 Sorcerer and wanted to a Level 1 Rogue, you would need the same amount of XP for that level as you would if you just wanted to take another level of Sorcerer.
To illustrate why ...
13
You have two “types” of level: character level and class level
Your class level is, as the name may imply, your level in any one class. So if you’ve chosen the Wizard class five times on level-up, you have a Wizard class level of 5.
Your character level is the sum total of your class levels. If, in addition to those five level-ups where ...
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