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General Info / PF MECHANICS: Have a Nice Trip!
« Last post by Johan on February 04, 2016, 03:37:04 PM »
Cool beans.
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General Info / PF MECHANIC: Take 5 and The Move
« Last post by Johan on February 04, 2016, 03:35:41 PM »
Although the end result is the same, I feel like 4e has a better "explanation" of these mechanics.

In any round, you get a STANDARD action, a MOVE action, and a FREE action.

You can use a STANDARD action to affect a MOVE or FREE action, and you can use a MOVE action to affect a FREE action.

The 5-foot step (in combat) represents your MOVE action.

Good to know though, that Standing up provokes an AoO.
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General Info / PF MECHANIC: Take 5 and The Move
« Last post by Wildfire on February 04, 2016, 07:40:42 AM »
When 3rd ed came out I didn't appreciate the battle grid. I felt it was unnecessary since I had played for many years without one. Then I saw a combat scenario with it and was instantly converted (no torture required).

What I saw was that it offered a chance to get into the weeds of combat strategy and add a level of tangible and visible realism to what is largely a game of imagination (some may argue the merits of doing this and they are free to do so. Everyone I've talked to loves it). Sure, in the past it was the GM that dictated the field of combat for placement of enemies, AoE of spells and who was affected, how fast one could help another, etc and it worked fine...I daresay the outcome was probably about the same as if a battle grid was used. The difference is that the players have more control, the GM has less to think about, and hence, they all typically have more fun!

With greater detail comes more guidelines (I hesitate to use the word 'rules' because any RP game- the exception being MMORP...because those aren't really roleplaying games- at it's core is free form and malleable to what the players want to do). Pathfinder walks the delicate line of making the combat realistic but also tries to not bog it down with ponderous rules (sometimes they succeed and other times they are less successful). One of the areas that opens up in complexity is movement.

With a battle grid, movement is very often strategic. How you move can be as important as where you move. So let's talk a walk...

Take 5-Foot Step

You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.

You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

You may not take a 5-foot step using a form of movement for which you do not have a listed speed.

Speed

Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your size and your armor.

Dwarves, gnomes, and halflings have a speed of 20 feet (4 squares), or 15 feet (3 squares) when wearing medium or heavy armor (except for dwarves, who move 20 feet in any armor).

Humans, elves, half-elves, half-orcs, and most humanoid monsters have a speed of 30 feet (6 squares), or 20 feet (4 squares) in medium or heavy armor.

If you use two move actions in a round (sometimes called a "double move" action), you can move up to double your speed. If you spend the entire round running, you can move up to quadruple your speed (or triple if you are in heavy armor).

Move

The simplest move action is moving your speed. If you take this kind of move action during your turn, you can't also take a 5-foot step.

Many nonstandard modes of movement are covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed).

Climb: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed.

Accelerated Climbing: You can climb at half your speed as a move action by accepting a –5 penalty on your Climb check.

Crawling: You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl. A crawling character is considered prone and must take a move action to stand up, provoking an attack of opportunity.

Swim: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action).

Move 5 Feet through Difficult Terrain

In some situations, your movement may be so hampered that you don't have sufficient speed even to move 5 feet (a single square). In such a case, you may spend a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it's not, and thus it provokes attacks of opportunity normally.

Run

You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

You can't run across difficult terrain or if you can't see where you're going.

A run represents a speed of about 13 miles per hour for an unencumbered human.
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General Info / PF MECHANICS: Have a Nice Trip!
« Last post by Wildfire on February 03, 2016, 04:32:45 PM »
Now, if you find yourself prone and you need to get up and want to try and mitigate your opponents AOO you have options. You can use Total Defense to get a +4 bonus to your AC and stand up or you can Fight Defensively and get +2 bonus to your AC and be at -4 to hit on your Standard Action attack after you stand up.
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General Info / PF MECHANICS: Have a Nice Trip!
« Last post by Wildfire on February 03, 2016, 04:01:48 PM »
After reviewing the AOO mechanics it is not correct. I also consulted the Paizo forums to see if this was discussed. It was! A prone opponent can make AOO while prone they just do it at -4.
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General Info / PF MECHANICS: A Little Help From Your Friends
« Last post by Wildfire on February 03, 2016, 03:48:13 PM »
This is a core mechanic. When I started to post these PF mechanic snippets the "House Rules" section made sense as a place to put them. Now I'm thinking "General Info". So if I can move them there I will.
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General Info / PF MECHANICS: Have a Nice Trip!
« Last post by Johan on February 03, 2016, 10:34:25 AM »
Is this a HOUSE RULE, or a core PF Mechanic? Also, it is my understanding that a PRONE combatant can not make attacks of opportunity...is this correct?
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General Info / PF MECHANICS: A Little Help From Your Friends
« Last post by Johan on February 03, 2016, 08:37:35 AM »
Nice...is that a core mechanic of PF, or is that from some other source?
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In Character Discussions / Gnarcheon's Festival at the Grove of Needles
« Last post by Wildfire on February 02, 2016, 10:28:02 PM »
“My sisters and brothers of Mahiya, I am Ashe Clearwater, son of Zachary Clearwater of the Valley Chosen and of Zebulon. My greetings to you.” A murmur washed over the crowd after his introduction. Everyone knew of the legendary ascension of Zachary Clearwater to Zebulon, the Champion of Mahiya. Zebulon had not manifested for scores of generations and the fact that Zachary Clearwater had, some years ago, been chosen to harbor that consciousness and battle Zyxu Archeon, the Champion of The Void, spoke to his purity of devotion and strength of character. Liam Clearwater was Ashe’s grandson and protégé and he also ascended to become Mahiya’s champion recently. Ashe was the son and sire of legends and one of the most powerful and respected Druids alive- a fact that was completely lost on Ashe.

Ashe continued his account, “As has been spoken, we are at the threshold of great change.” Ashe felt himself clever for his play on the word “threshold” and hoped someone would appreciate the joke and the deeper meaning. “I bring joyous news from the mouth of the Valley of Mist.” Ashe glanced at Maragarn hoping that he would find solace in the news he was about to impart. “The once lost Ring of Mists has been revealed.” The only sounds that cold be heard apart from Ashe were the occasional crackles of the fire and the creaking of top boughs in the wind. “The Ring was being defiled and taken by agents of Zyxu and with the reliable help of stalwart and trusted friends, Maccabeus of the Dale of Wolves, one of our own Gnarcheon and descendant of honored Shankaria, was victorious in its salvation. How the agents found the Ring of Mists I do not know but they did not prevail.” Ashe paused a moment to allow time for the information to be acknowledged. No one spoke during that moment. “Maccabeus is now the steward of the Ring of Mists and I am continuing Shankaria’s good work by ushering his knowledge in the ways of Mahiya…” Ashe thought a moment and added, “…well, me and another.”

So much had happened in the last few months that Ashe wondered if he could recount it all. Some of the slightest details could hold profound significance to someone and he didn’t want to overlook any of it. Detailed recollection through elegant oration was indeed an art form and Ashe always felt clumsy doing it. “I’m honored to tell you also that the wisdom of the Mother Tree has spread beyond the mountain walls of the Valley of Mist. A mighty Vallenwood now grows strong and majestic at the Ring of Mists. It is being nourished by elemental founts that reflect the Ring so that it drinks the liquid embodiment of Kossuth, Grumbar, Akadi, and Istisha. It is a Vallenwood the manner of which has likely never been seen by anyone alive today. Indeed, Mahiya is speaking directly to us through these events.” Ashe was no stranger to the diversity of the world. He had seen that others also cared for the sovereignty of Mahiya, especially when faced with something as seemingly small as a dry Brak (Summer) or something as devastating as the ash fields of Zyxu’s minions- The Archea, even if they weren’t druids. He knew that it wasn’t just the province of druids to counter the destruction but rather, the responsibility of everyone. “When I say, ‘us’ I mean everyone, not just Gnarcheon.” That revelation caused a quiet stir among many in the throng. Curiously, Ashe sought the face of Eswarth the noble centaur. Eswarth was standing next to Bal-Johr and both returned Ashe’s gaze with an approving nod.  
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General Info / PF MECHANICS: A Little Help From Your Friends
« Last post by Wildfire on February 02, 2016, 05:26:30 PM »
Sometimes opponents are just frustratingly tough. They have pesky things like Armor, Dexterity, protection spells, and bad breath. Other times characters can't seem to hit. This is either by players being serially bad dice rollers despite the bonuses their characters have (*looks at the Griznuqs*), their melee attack just isn't great, or some other mysterious reason (honestly, the possibilities are endless). Well if you find you're getting your rump roast handed to you by the eager orcish butcher then ask for some help! Here's one way help can help...

Aid Another

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.
____________________

Many prescribe to having a good offense as being the best defense and many times that's true. On the occasion that you need some help hitting something that everyone is missing isn't it nice to pool your efforts to get the job done? Consider this one more tool in the toolbox!
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