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  #136  
Old Apr 9th, 2010, 02:54 PM
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Quote:
Originally Posted by Naresh View Post
I heard rumours that if a skill was not a class skill, you needed twice the number of ranks stated to enter the class (i.e: a class requires 5 ranks of Acrobatics, if you don't have Acrobatics, it needs 10)

I wondered if this was actually true
Not that I'm aware of, plus it sounds very non-Pathfinder, plus it sounds crazy.
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  #137  
Old Apr 9th, 2010, 02:58 PM
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As I said rumours, but some people on Paizo have said it like the full truth, I'll admit, it didn't sound Pathfindery either
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  #138  
Old Apr 9th, 2010, 11:13 PM
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Quote:
Originally Posted by Naresh View Post
I heard rumours that if a skill was not a class skill, you needed twice the number of ranks stated to enter the class (i.e: a class requires 5 ranks of Acrobatics, if you don't have Acrobatics, it needs 10)

I wondered if this was actually true
This sounds like confusion over what a Rank is. At level up you get Skill Points which you can use to buy Ranks in skills. A class skill costs 1 point per rank, a cross class skill costs 2. So if you don't have acrobatics as a class skill, it costs 10 skill points to qualify for a class that requires 5 ranks in acrobatics.
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  #139  
Old Apr 10th, 2010, 05:48 AM
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Have you got a quote for that then, I can only find this
Quote:
Each level, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill. You can never have more ranks in a skill than your total number of Hit Dice. In addition, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into. If you have more than one class and both grant you a class skill bonus, these bonuses do not stack.
To me this means all ranks cost one skill point, but only those with them as class skills gain then +3 bonus
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  #140  
Old Apr 10th, 2010, 08:06 AM
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Quote:
Originally Posted by Naresh View Post
Have you got a quote for that then, I can only find this

To me this means all ranks cost one skill point, but only those with them as class skills gain then +3 bonus
Oh. Right. Pathfinder.

Wow, I didn't know Paizo messed up the skill system that badly. My argument assumed you were talking about 3.5e, and maybe the source of your rumor came from the same confusion. As it is, however, that'd be my best guess as to where it's coming from. It doesn't seem to have any basis in rules whatsoever.
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  #141  
Old Apr 10th, 2010, 08:51 AM
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Naresh, in case you are still confused:

The 'rule' you are talking about sounds like a rule of thumb for converting PrCs from 3.5 to Pathfinder format.
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  #142  
Old Apr 10th, 2010, 08:53 AM
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Messed up the skill system? I think they improved it no end it means a scout doesn't waste 5 ranks a level on hide, move silently, spot, search and listen... They spend 2 Stealth and perception. And it means anyone can easily pick up flavourful skills, you want a sorcerer who can dance? Or a druid that can speak several languages? No problem, whack a few ranks in perform (dance) and linguistics, sure you don't get the +3 class bonus, but you've got flavour

I find Pathfinder to be a much slicker, more enjoyable (from a mechanics point of view) 3.5e alternative, plus the pictures are cuter, look at that cheeky Bard! You forget he could probably knife you to death

EDIT: Thanks Birched, but I think I have it now:

Anyone can put ranks into any skill, they only get the bonus if they have it as a class skill
Meaning anyone can qualify for any prestige class skill wise, meaning less multiclassing is potentially needed.
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Last edited by Naresh; Apr 10th, 2010 at 08:55 AM.
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  #143  
Old Apr 12th, 2010, 01:47 PM
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Birched is right, that is one of the suggestions given for updating the requirements in PrCs from 3.5 to PF. Another is to take the 'class skill' assumed prereqs and reduce them by 3.

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  #144  
Old Apr 14th, 2010, 12:54 AM
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If i have an effect that impacts all my iterative attacks in a round, does it also impact on my Attacks of Opportunity?

Say, a duskblade channeling a spell through their full attack.. does that spell also go on any AoO?
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  #145  
Old Apr 14th, 2010, 04:38 AM
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Hmm...
My first instinct is to say no - if it says 'all your iterative attacks' or 'a full attack' as opposed to 'all your attacks' the way flurry of blows or power attack work.

On reading the ability description, it does say 'every attack in the round' but it also says 'the spell discharges at the end of your round (even if it normally wouldn't).' So if the AoO was caused by an enemy doing something on their turn, the point is moot because the spell has ended. However, it is possible to end up making an AoO during your own turn (though it takes some slightly convoluted working out). If you make a disarm attempt (without Imp. Disarm) and as their AoO they make a trip attempt (without Imp. Trip), then you would get the AoO on your turn, and I guess you'd get your shocking grasp damage (or whatever). But I don't imagine it would happen very often.
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Last edited by chaosaccountant; Apr 14th, 2010 at 04:39 AM.
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  #146  
Old Apr 14th, 2010, 10:22 AM
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I don't think you can get an attack of opportunity from the oponent's attack of oportunity, though.
If the trip attempt was fast enough to get in the way of your disarming, you do not get the chance to do another action, since you are occupied trying to disarm. If it was not fast enough, then the enemy does not get to do it, since your disarming interrupted.

By your interpretation, it could be applied to regular attacks of opportunity, which would turn each in an unlimited series of them (or until somebody dies).
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  #147  
Old Apr 14th, 2010, 11:04 AM
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For 3.5, is there a list of the available crafts? I can't seem to find one.
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  #148  
Old Apr 14th, 2010, 11:52 AM
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I don't think there is one. At least not an exhaustive one.
The skill marks weaponsmithing, armormsmithing, trapmaking, bowmaking and alchemy.
Those also seem to be the only ones needed to cover all item creation feats. But it is understood that you can just invent more if you want your character proficient in making, say, shoes. Just make sure your craftures do not overlap, or you are effectively wasting skill points.
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  #149  
Old Apr 14th, 2010, 04:13 PM
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The one other place that craft skills get mentioned much is the making a golem rules. You get all sorts of odd specialisms there (basketweaving does genuinly come up). I think there's a feat that requires Craft:Taxidermy, as well.
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  #150  
Old Apr 14th, 2010, 08:32 PM
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Quote:
Originally Posted by chaosaccountant View Post
On reading the ability description, it does say 'every attack in the round' but it also says 'the spell discharges at the end of your round (even if it normally wouldn't).' So if the AoO was caused by an enemy doing something on their turn, the point is moot because the spell has ended. However, it is possible to end up making an AoO during your own turn (though it takes some slightly convoluted working out). If you make a disarm attempt (without Imp. Disarm) and as their AoO they make a trip attempt (without Imp. Trip), then you would get the AoO on your turn, and I guess you'd get your shocking grasp damage (or whatever). But I don't imagine it would happen very often.
There's actually a convoluted way to set this up so that you can fire off all your AoOs on your own turn. You use the Double Hit feat (MiniHB) with a Whip in your off-hand (or some other weapon that provokes AoOs when used, I suppose a Hand Crossbow can work with certain DotU feats). If your DM starts having the enemy stop using their AoOs like that, then you can use Compulsion spells.

EDIT: Forgot the last (and arguably most important) feat: Robilar's Gambit from PHB II. This whole mockup was part of a build I posted on WotC's old CharOp forums called Whiplash.
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Last edited by X-Codes; Apr 14th, 2010 at 08:39 PM.
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