Gnoll Warden

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Late to the party... My interpretation is if the attack angle is insufficient to damage the armor it is also insufficient to damage the shields.

Like sloped armor on a tank the angle of the in coming round makes a big difference on whether on not a round can make it though the armor plate. If there were real life shields they would probably work the same.

A near miss is not a direct enough attack to cause the shields to use energy stopping and or absorbing the damage... and instead the shield simply deflects (maybe even letting some of the material bounce off the armor) or refracts it.

There is president for force fields working inside armor... lashunta ringwear is comprised of "Metal guards, woven chain sheets, and force fields stretch between the bands to form a complete set of protective gear" though it provides AC, it does not provide additional tempory health like force field upgrades.

Anyway it is meant to be abstract, with multiple ways to achieve the same results. Maybe it's like Star Trek (giant bubble) Maybe it's like Dune (only the slow blade penetrates) maybe it's like Ironman's armor (forcefield bolstered... which also describes the Lashunta Ringwear)


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Taken from D20PFSRD

Quote:

Bag, Handy Haversack

Aura moderate conjuration; CL 9th
Slot —; Price 2,000 gp; Weight 5 lbs.
DESCRIPTION
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Editor’s Note: Handy Haversack does not indicate the sort of space inside it other than to say it is “like a bag of holding” which is described as opening to a “non-dimensional space” whereas the rules on extradimensional spaces explicitly refer to bags of holding and handy haversacks as examples of extradimensional spaces.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, secret chest; Cost 1,000 gp

The important part below...

Quote:

Extradimensional Spaces

A number of spells and magic items utilize extradimensional spaces, such as rope trick, a bag of holding, a handy haversack, and a portable hole. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a bag of holding is brought into a rope trick, the contents of the bag of holding become inaccessible until the bag of holding is taken outside the rope trick. The only exception to this is when a bag of holding and a portable hole interact, forming a rift to the Astral Plane, as noted in their descriptions.

Going by this the extradimensional spaces in bags of holding do not actually exist on other planes... Rather they seem to exist locally in a 'magical space' created specifically for each item.

I would say ask your DM because it does appear to be open to interpretation.


Nonlethal Damage

Nonlethal Damage with a Weapon that Deals Lethal Damage
You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

lethal Damage with a Weapon that Deals Nonlethal Damage
You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.

Quote:

Merciful

Price +1 bonus
Aura faint conjuration; CL 5th; Weight —
DESCRIPTION
A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, cure light wounds; Cost +1 bonus

The penalty comes into play because you are using the weapon improperly... By his logic monks doing Lethal damage with unarmed strikes also have to take a -4 to hit


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Reskinned undersea creatures go along way towards being alien, mainly because they are not used much.

If you can give them fly, maybe because that are helium filled gas bags that usually stay very high in the atmosphere it might give an even more alien feel. Maybe a kind of flying manta rays are a normal mode of transportation. They could be a type of filter feeders that filter the sand for "Spice"

Perhaps some aliens are simply invisible unless they attack, because they have a natural invisibility "field" when out of combat but are visible in combat. The idea that there is a desert plane that might be actually crawling with creatures you can't see is kinda terrifying. Possibly these creatures are blind when invisible... making for tense moments with players trying to sneak through a herd of potential death.

I suppose "Sand Worms" are used a lot... maybe a sand Aboleth? Mucus becomes spores. Instead of breathing water victims grow a type of pili and the ability to burrow under the sand a foot or two addtionally instead of slime skin they gain a sun allergy and must remain buried in the sand until night... or skip that and just use the stats for a different feeling sand beast.


I like level one play also. I enjoy the danger goblins pose at that level. I think 6, 7, 8 are the sweet spots and around level 12 or so I am looking at retirement. After that I think the game gets too unrealistic for me to continue my suspension of disbelief.


I'm sure this will be a pro-multiclass thread... so I will be in early to say I don't like it that much. Mainly because it is just used for (in my experience) cheese super builds and one trick ponies. It's fine if that's what you like, but it seems too much like playing a video game, where personal power is more (sometimes much more) important than the story.

I used to be into power builds and multiclass cherry picking when I was younger. However, I find I like the story and the characters backstory now more than the combat. Finding out who done it, rather than which one of us killed it is much more enjoyable. I like the team-endeavor idea, where each person is a specialist and expert in their field. When everyone is good at massive damage and can do magic, open locks, what have you... just less interesting to me.


Saboteurs from a rival school are trying to kidnap/steal this schools Mascot/Trophy/Sports hero, to demoralize them before a big game. While illegal, it is really just a prank so killing the rival school members would be very bad/also illegal.


Has there been a change to Slashing Grace? It seems it would work with light weapons now.

Slashing Grace (Combat)
You can stab your enemies with your sword or another slashing weapon.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.
Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.
You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.


There is a few caveats on Invisibility...

The most relevant line is An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.


I always thought some sort of rendition of Slenderman would be amusing.


Do you mean Agile Maneuvers rather than Weapon Finesse? Either way, if both are available, I would say is players choice.
Agile Maneuvers (Combat)
You’ve learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.


Some people believe that the overrun during a charge, is an additional free attack something other than the target of the charge... rather than an action that replaces the attack at the end of the charge.(like bull rush) Despite the existence of the Feat Charge Through which does that excact thing...

Charge Through
You can overrun enemies when charging.
Prerequisites: Str 13, Improved Overrun, Power Attack, base attack bonus +1.
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Normal: You must have a clear path toward the target of your charge.

You should find out how your DM rules on this before attempting it during a game.


When I think of half-Dwarf I think of the Darksun Mul which was the first half dwarf and so I would have to insist they were sterile... and I would have to make one change and swap out toughness for endurance.

PS just my opinion. =)


When a Dentist gropes his patients, is it illegal?
When a Doctor gropes his patients is it unethical?
When a Massage Therapist gropes his clients is it actionable?
When a Paladin gropes his charges is it somehow different?

I understand in this case it is meant as a joke and maybe it's ok at this particular table. In general though sexual assault is not really a funny thing to be made light of.


That's right I totally forgot about the +5 DC for missing prerequisites. Thank you for your help everyone.


SO... I have a Player who is playing a "Dwarven Wizard" and he is playing him as a "Dwarven Crafter" type, making the players magic weapons and armor and such. He would like to place the Adaptive ability on a Composite Longbow for one of the players.

The problem is Adaptive needs the Warp Wood spell to be cast when enchanting the weapon. There are no druids or Shamans in the group and He would like to not hire outside help when doing this.

It seems totally within character to me, for him to be able to do this but I haven't decided on the best approach...

Here a few ideas I had on how to go about this...

  • I could let him research Warp Wood as a new wizard spell. It is a transformation spell and wizards have a lot of those types of spells... and it is completely within the rules to do so.
  • Alternatively, I could let him use a different Spell be used to enchant the Adaptive ability... Like Reinforce Armaments, Versatile Weapon possibly even Masterwork Transformation. These spells don't specifically grant extra strength bonuses to any weapons... but then neither does warp wood. Also this option is not specifically within the rules.
  • As a third option I could let him research a new spell that does exactly what Adaptive does and temporarily enchant a bow with the adaptive quality. There are lots of examples of this Returning Weapon being just one. AND then, allowing this new spell be used to enchant weapons with the adaptive quality.

I am just wondering what people here think would be the best way to handle this situation? Also do you have any suggestions for alternate ways to do this or do you think I should just make Him hire a druid when he wants to place this particular enchant on a bow?


If one has access to giant burning laser magic device... why not reverse the polarity and have a giant tractor beam magic device. ;)


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Like the Ferengi quasi-military rank DaiMon from star trek.


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Robin Hood is chaotic good... he stole money from the corrupt prince and nobles because people were starving in Sherwood Forest. How does a paladin feel about that?

Darth Vader is lawful evil... he kills his coworkers and a bunch of children learning the force because his liege told him it's the right thing to do. How does a Paladin feel about that?


I am not saying one way or the other for sure, however I think Furry of blows is meant to be a full round action by itself and is not meant to be used with natural attacks. Similar to the way Vital Strike can't be used with Charge.

I think the intent is a monk with two Kamas can do a fury of blows, with no natural attacks or do regular attacks with the two Kamas along with natural attacks.

Just my two cents.


Raise Deity?


I would go with the 5dc heal and 10dc perception for the first question... or perhaps Bluff depending on circumstances.

The second is definitely a Bluff so would handle it accordingly, Bluff VS Sense Motive


part of preforming a combat maneuver says...

Quote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

I agree with those who say it is either a misprint or poor wording. Exceeding at something can also be read as being successful or "beating" something. =)


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The witch just wants her sisters shoes... =)


Cuup wrote:
Akkurscid wrote:
Kobold Cleaver wrote:
Akkurscid wrote:
Swallow says you lose the grappled condition when you swallow your target. It also says target must be grappled and in the creatures mouth, in order to be swallowed...

Correct. However, the swallowed target can then make a grapple attempt to give the swallower the grappled condition, as normal. You don't become immune to the grappled condition when you swallow your target—you just don't take penalties for applying the condition. Just like a creature that uses Grab at a -20 penalty!

Quote:
Starting a grapple is not an option for a swallowed creature.
No, but attempting to seize control of a grapple is.

The problem I see is you are giving the swallowed creature more options than are available to it...

SWALLOW wrote:
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts
Your bolded text outlines options to a swallowed creature trying to cut themselves free; this is not supposed to be an exhaustive list of options. Surely, a spellcaster can make a Concentration check to cast a spell, or a Monk can take a Swift action to use a Ki point, or a creature with the Swallow Whole ability can make a Bite attack. The only thing limiting a swallowed creature is the Grappled condition.

While I agree there are a few limited options you could do that do not involve you escaping from the swallowing creatures gullet... I just don't see reversing the grapple as one of them. Biting? Yeah you could do that, it counts as piercing so you could use bite to escape, but that does not put the other creature "in your mouth."

If you are saying "BY RAW it does" then why ignore "BY RAW you have only two options when swallowed?"

We'll just have to agree to disagree. =)


Kobold Cleaver wrote:
Akkurscid wrote:
Swallow says you lose the grappled condition when you swallow your target. It also says target must be grappled and in the creatures mouth, in order to be swallowed...

Correct. However, the swallowed target can then make a grapple attempt to give the swallower the grappled condition, as normal. You don't become immune to the grappled condition when you swallow your target—you just don't take penalties for applying the condition. Just like a creature that uses Grab at a -20 penalty!

Quote:
Starting a grapple is not an option for a swallowed creature.
No, but attempting to seize control of a grapple is.

The problem I see is you are giving the swallowed creature more options than are available to it...

SWALLOW wrote:
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

When you are swallowed you are limited to two options, cut your way out or escape. Taking control of the grapple or any other combat maneuver is not on the list of available actions.

PS While escaping a grapple and taking control of a grapple are both grappling checks... only escape is allowed when one is swallowed.

Hope this helps =)


Swallow says you lose the grappled condition when you swallow your target. It also says target must be grappled and in the creatures mouth, in order to be swallowed... so if one is swallowed one can not have the swallower grappled and inside his own mouth.

Starting a grapple is not an option for a swallowed creature.

I'd have to go with no, it's not a thing.


Ah yes those are both good options. I do like the use of traits for unusual themes.


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You could go non caster if funny is what you are looking for. Iron Will and Familiar Bond feats. Maybe a Fighter or Rogue type who might benefit from Iron Will feat.

A Rogue might have stolen from the rival witch, or double crossed her in some way. A Rogue arguing with a raven all the time while he is trying to sneak around or sell his ill gotten gains would be hilarious.

The fighter may have been a wood cutter in the wrong place at the wrong time or perhaps a city watch type who inconvenienced the witch somehow.
He might be trying to be honorable and proud but the raven keeps making him look bad and always brings up the times he has failed

Humans get 2 feats so this one would have to be human.


Good people do not declare war on each other if that's what you are going for IMO. Good people compromise and form alliances.

Neutral people might want to fight over land or some other resource because they are selfish but they will settle for pushing the other side off the goal. They might form alliances if it helps their cause. "The enemy of my enemy is my friend."

Evil people want to take other peoples stuff also, but when war starts they will try to exterminate the other side. They may make slaves or take forced conscripts, from the defeated.

Just my two cents.


I would say it depends on the GMs ruling. I would say you would fall all the way to the ground in one turn, while gliding(just to resolve the situation)
Another GM may rule that since you used your turn to run or double move before falling you can't use your glide for extra movement that round since you already spent your movement for that round.


I would handle it all in one turn.

If you find it useful... Dragon Magazine #88 referenced a book way back when called "Skydiving" by Bud Sellick. The article put falling for 6 seconds at 504 feet and a total of 1500 feet after 12.

I use (if it comes up) you can fall for 500 feet in the first round and 1000 feet on each round after that.


Ravingdork wrote:
The black tentacles spell says that the tentacles deal damage with a successful check to maintain the grapple. It never really says that the tentacles let go if they fail the check though. So...are the victims only able to escape on their turn?

If the tentacles fail to maintain a grapple on a creature during a round they do no damage to that creature and the creature in question is able to act normally on his turn, though still considered in difficult terrain.

I have seen this spell turn a potentially troublesome and deadly encounter into a trivial one.... but not very often.


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I think you are looking for a Manlet... or more likely a (deployable) Pavise... but I don't think they are in pathfinder.


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How about a Vigilante, who's alternate identity is the Travel guide Writer. Maybe a Halfling food critic.


Xuldarinar wrote:
Akkurscid wrote:
Quote:

Alarm says...

...Area 20-ft.-radius emanation centered on a point in space

I would have to say it does not move with the room.

So we define an area as a fixed location in space, which makes a planet's movement something to ignore or something to consider. The former is unrealist (though it is a game afterall), and the latter rapidly complicates things.

It is relative... all things are. So yes it (the point in space) moves as the universe moves spinning whirling through all space in time relative to the the things around it. In this case it's just that the planet's position, orbital velocity, angular momentum and continental drift, among other things, were all calculated when the point in space was designated (see magic is hard) and are more relative to the alarm spell than the room's position, which was altered somehow. The room and the alarm spell are not entangled. =D


Quote:

Alarm says...

...Area 20-ft.-radius emanation centered on a point in space

I would have to say it does not move with the room.


I am pretty sure any hand you use to attack with in a round is not also a "free hand" during that same round.
While I think two pepperboxes definitely could be fired once with each hand, those two hands would not be free to reload until the following round.
Rules wise I would have to rule with the no crowd.

However if you wanted to house rule it you could say the guy just uses his thumb on one hand to rotate the barrel on the other.
In reality though I think a guy could probably empty one pepperbox drop it and draw/empty a second, faster then he could two at the same time with alternating shots.


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Another take on doppelganger, a stand up comedian who does celebrity impressions.


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You can start out that way... take the Regional trait Chosen Child or the Social trait Rich Parents

And buy Cap of human guise


A lot of spells vs ships in this link: Spell Effects in Naval Combat: ...

... Make Whole: This spell affects a ship as if it were a construct.

Make whole says in part "This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on an object or construct creature (maximum 5d6)."

Edit: the cubic feet thing should be ignored regarding ships now.


You could allow use of the rare cantrip Penumbra.

It's not PFS legal but it is from the Paizo Blog.


1 person marked this as FAQ candidate.
Diego Rossi wrote:

The "I can make infinite attacks as free actions is RAW" has its mirror opposite in the "it say that you can only throw the shield, not attack, so you can throw it away or to a friend, but not attack, that is the RAW" position.

I have never been a fan of Captain America and dislike the whole item, but you are right, it is a mess and it should be cleared for those that want to use it.
FAQed.

This... throw as many times as you like, you would still only get one attack roll.


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This happened a month ago. The NCP just put his hand out and said "Hold your healing magic it won't work on me." (as a readied action lol) Then explained he was cursed and related what happened then died before he finished speaking. Players excepted that and never said a word.


I'd allow a skill point spent in linguistics to learn a pidgin, especially if the other three languages are already known. I don't see the rules disallowing it.


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I'm in the not in the rules camp.

However if we ruled arrows caused the invisible creature to be seen, there isn't any reason we couldn't also see our blood on it's claws and/or weapons. Possibly Splattered across it's body or face.


Glitterdust seems the best bet.

It does not allow spell resistance. and as Snowblind noted...

Snowblind wrote:

*ahem*

Will-o'-wisps wrote:

Immunity to Magic (Ex)

Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.


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It might be an over sight, however I was thinking it might just be a limit on Divine casters, they can not resurrect outsiders, therefore you are limited to using arcane spells to do so.


Diego Rossi wrote:

My reading:

Earth Glide and the [i]Elemental type[/b] are at the same level of specificity. Both are generic rules from the Bestiary that apply to several creatures. I would say that the specific immunity of the elemental trump the generic effect of Move earth on earth gliding creatures, seeing how there are plenty of earth gliding creatures that aren't immune to stun. Bypassing that immunity would require a specific rule, not a generic one.

Then we have the spell.

1) It target an area, not a creature;

2) The spell has no effect on creatures, it even say "This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacial fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.";

3) there is that last row in the spell: "This spell has no effect on earth creatures."
Why it is there? From 1) and 2) we see that the spell has no effect on creatures, so why this specification?
As it can't target creatures it is not because someone would think that it can reshape creatures made of earth.
The only other effect it has is the combination with earth glide.
at that point it is pretty clear that what it say is that move earth don't affect earth creatures, i.e. the only potential effect, the stunning of earth gliding creatures, don't affect earth creatures.

I see all your points. They are good and valid.

The spell isn't effecting the creature it is effecting the earth. I think everyone is agreeing on this.
The Earth glide ability, however specifically says if you use it in the area of this one spell X happens. The stun is not caused by the spell, it is caused by the earth glide ability.

Quote:

Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Lastly the example used in Earth Glide is an Earth Elemental. As to why it can be stunned in this one case? Earth Glide must be causing a vulnerability.

Anyway that's my take.

Cheers


Diego Rossi wrote:


The earth glide ability is in the stat block of a lot of creatures. That make it the generic version, same as the Earth and Elemental type for the elemental.
And I repeat, the spell specifically say "This spell has no effect on earth creatures." More specific that that ...

Well you can't cast the spell directly on the earth elemental... It has to be cast on the earth/ground where the earth elemental is and the elemental has to be earth gliding.

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