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The Take Cover Basic Action states:

Source Core Rulebook pg. 471 4.0
"Requirements You are benefiting from cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action."

Cover States

Source Core Rulebook pg. 477 4.0
"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have line of effect and typically can't target it at all."

Are "the benefits of standard cover" gained through the use of the Take Cover basic action relative like normal cover?


Belafon wrote:
Diego Rossi wrote:
Normally temporary hit points don't stack, they overlap.

I've had this come up in a few games recently. Can you point me at the text or FAQ that says that temporary HP don't stack? Or is it just that temporary HP are an "other attribute" as defined in the stacking rules?

Agree with Diego. If you take less damage than your force ward soaks up, it counts as a miss and you don't have to make a check.

https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9r43

"Temporary Hit Points: Do temporary hit point from the same source stack?
No. Generally, effects do not stack if they are from the same source (Core Rulebook page 208, Combining Magical Effects). Although temporary hit points are not a "bonus," the principle still applies.

This prevents a creature with energy drain (which grants the creature 5 temporary hit points when used) from draining an entire village of 100 people in order to gain 500 temporary hit points before the PCs arrive to fight it.

Temporary hit points from different sources (such as an aid spell, a use of energy drain, and a vampiric touch spell) still stack with each other."


Belafon wrote:
Diego Rossi wrote:
Normally temporary hit points don't stack, they overlap.

I've had this come up in a few games recently. Can you point me at the text or FAQ that says that temporary HP don't stack?

Agree with Diego. If you take less damage than your force ward soaks up, it counts as a miss and you don't have to make a check.

A possible alternative could be you do still have to make the check, but only DC10+effective spell level.

I am assuming this would extend to when the force ward is broken, you would still have to make the check, but only at a DC based off of the damage that got through the force ward.


Force Ward: "If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss."

Gather Power: "If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost."

So, what happens if an attack fails to break the Force Ward while the telekineticist is gathering power?

Does it count as a miss, and no check is needed?

Or would they have to make the concentration check as normal?

Please & thank you :)


Halfling favored class ability: "Increase the capacity of the kineticist’s internal buffer by 1/6 point."

and

"Healing Buffer (Su)
At 6th level, a kinetic chirurgeon’s internal buffer has double the usual maximum size, and she can use it only when she would accept points of burn for the kinetic healer wild talent.

This ability alters internal buffer."

Does the bonus from the halfling favored class ability get doubled by Healing Buffer?

If no, would the internal buffer gained from favored class still be limited to healing only?

Or can you just not take that favored class ability?


Does the amount of non-lethal damage you take from each point of burn count as a "level dependent variable" as far as Negative Levels or Energy Drain are concerned?

Thanks you :)


Berti Blackfoot wrote:

The switch them when taking damage is easy for a computer but staying the same seems easier for pen and paper, which is why I got confused about the intent. Then it would only change if you get a buff, like a new headband, which would be rarer.

i was thinking of just making the user choose in a dropdown, and put the onus on the GM :) but then i could calculate everything else.

I tweeted Wes, maybe he'll pity us and answer.

The way it specifically states to include any ability drain or damage, but does not state anything regarding enhancements, i believe the intent here is that buffs do not help, but penalties hurt.


Sorry for bringing this old thread back to life...but seems related...

Is there any benefit to having a sanity threshold of 1 instead of 0?

if you take any sanity damage that meets or exceeds your threshold, you gain a madness...so if your threshold is 1...you always get a madness...though it only specifically states this happens if your threshold is 0.

Seems a bit broken to me...


Melkiador wrote:

It's to do with the word "use" being used to mean "cast" in some rules.

If we were to rewrite the hex like this, "The witch can cast her hexes on the scarred target at a range of up to 1 mile", then I don't think we'd have much doubt that the rest of the hex would not be affected. And it is very possible the original author had that intent.

But unfortunately, "use" is a rather broad word. And if we take "use" to have its more common full meaning, then it would apply to the entire hex and not just the "casting" of the hex.

Even if it is used to mean "Cast" I do not see why it would not apply to the entire hex. For example, if we take something like Shield Other

"CASTING

Casting Time 1 standard action
Components V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

If you and the subject of the spell move out of range of each other, the spell ends."

Now if you had an ability that stated "you can cast spells on the target at a range of up to 1 mile" Even thought it does not specifically say that the range of the spell is altered, only that you can cast it at that range, one would think that it would still apply to all aspects of the spell.


Dave Justus wrote:

Perhaps you are missing that 'use a hex' is not a general term, but rather a specific one, analogous to 'cast as spell.' It isn't use as in 'get some benefit from' it is 'activate to create the effect'.

An example from the rules: "Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity."

I still do not see how this means that it would only apply to the first range listed in the hex instead of all aspects of range to the hex.


Dave Justus wrote:
Melkiador wrote:
I would consider the bond to be part of Life Link. It feels weird to treat it as if it were something separate, like a summoned monster.

Or like a spell and a spell effect?

The spell is Cure Light Wounds, the Spell effect is Recovery of X hit points.

The spell is Fireball, the effect is a 20' radius burst that deals X fire damage with reflex save for half.

The hex is Life Link, the effect is create a bond that damages you and heals the target as long as you certain conditions are met, including remaining within 100.'

Out of curiosity, to those who think the 100' isn't a requirement, do you think the 'if the bonded creature is wounded for 5 or more hit points' still applies? After all, if the scar lets you 'use' it without any other restriction than being within a mile superseding all restrictions in the ability itself wouldn't it heal that bonded creature and damage you every round as long as you remain within one mile? Also, can you still end it when you want, or has that gone away too?

Let's not get into straw man fallacies here.

the target having 5 or more damage is the trigger for the Life Link Bond. No trigger, no effect....but to be clear here, it is "the life link bond". this bond is only defined by the hex Life Link. If the bond added some other status effect that was already clearly defined else where, i would absolutely, whole-heartedly agree with you, but it isn't, it is only defined under the Life Link hex because it is a part of the Life Link hex.


ErichAD wrote:

I agree with Dave.

I'm not seeing anything in Scar that changes how the hex works and the hex ends at a certain range. You could still use it at whatever range, it would just end immediately.

Oracle Life Link would make it more clear. There's no range placed on how far you can activate Oracle Life Link on a target, only on the distance at which it ends. In the case of being able to use scar and Oracle Life Link, Oracle Life Link would be unaltered.

That's just my interpretation. As a DM I'd be more flexible provided you didn't just try to stay at home while linked to the rest of the party.

The bond created by Life Link is not a separate thing that the hex establishes, the bond it's self is described by the Life Link hex. Specific Trumps General. In this case because Scar is modifying Life Link, Life Link is General while Scar is specific. Scar specifically states "can use her hexes on the scarred target at a range of up to 1 mile". I really do not see why that would not apply to all aspects of the hex it is modifying


Dave Justus wrote:

Strictly by RAW, the Scar alters targeting but nothing else.

So you could establish life link just fine, but nothing is changing that you have to stay within 100.' I expect most GMs would allow it however.

Not too sure about that. It says "use", not "start", "target" or anything else to that regard.

For Example, if the Scar hex could be applied to the Life Mystery Oracle's Life Link Revelation, what would the range be?

"Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action)."


The Shaman's Life Link Hex states:

"Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action."

Scar Hex States:

"The target may make a Will save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. The witch can use her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging.

The witch can withdraw this hex from a target as a move action at any range. The number of supernatural scars the witch can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar."

My question here is if the Life Shaman Scars her allies, at what range

a) can the Shaman initiate a Life Link?

and

b) does the Life Link Break?

Also to be noted:

"Witch Hex: The shaman selects any one hex normally available through the witch’s hex class feature. She treats her shaman level as her witch level when determining the powers and abilities of the hex. She uses her Wisdom modifier in place of her Intelligence modifier for the hex. She cannot select major hexes or grand hexes using this ability. The shaman cannot select a witch hex that has the same name as a shaman hex."

but this does not pertain too much to the situation as far as I am aware other than wis int swapping fro shamans using witch hexes.

Looking for RAW answers if possible.

Thank you all for your time and attention


The Sideromancer wrote:
Derklord wrote:
poison | Lurker In Light
This is incorrect. The member in the bestiary is carrying shadow essence, it is not produced by the fey.

"If a listed ability depends on an item (as is the case with boot stomp), this spell transforms the nearest counterpart among your worn gear into that item"

As per Fey Form I, i think this would cover a poison ability as well.


There are a few things I am not sure about with this spell

Like, if you take the form of a Redcap, you do not gain the Redcap (Su) ability, which gives the Redcap it's fast healing. Do you get the fast healing without the Redcap ability?

There seems to be a quite a few fey creatures that get abilities mentioned in the Fey Form spells, that are tied to other abilities the creatures have that are not mentioned.


2 people marked this as a favorite.
Rycaut wrote:
Darkin wrote:
Cuup wrote:

Hey, I made a comprehensive Fey Form chart on a Google Doc. I'd love it if someone with better game mastery than me could take it and make a sort of guide out of it - breaking down which forms are better for which role - caster, tank, damage-dealer, animal companion, etc.

II, III, and IV in parentheses indicate features that are only available using higher levels for the Fey Form spell.

LINK

I took what you made and added some filters (and added some missing data)

https://docs.google.com/spreadsheets/d/1A1_FD9NyYbo_y5Qiu3_agxEJ-HoAXYmpS-X nLwGqjlY/edit#gid=1362389840

Feel free to edit, i got another copy :)

Link shows up as "does not exist"

Sorry, try this one

LINK


1 person marked this as a favorite.
Cuup wrote:

Hey, I made a comprehensive Fey Form chart on a Google Doc. I'd love it if someone with better game mastery than me could take it and make a sort of guide out of it - breaking down which forms are better for which role - caster, tank, damage-dealer, animal companion, etc.

II, III, and IV in parentheses indicate features that are only available using higher levels for the Fey Form spell.

LINK

I took what you made and added some filters (and added some missing data)

https://docs.google.com/spreadsheets/d/1A1_FD9NyYbo_y5Qiu3_agxEJ-HoAXYmpS-X nLwGqjlY/edit#gid=1362389840

Feel free to edit, i got another copy :)


Lame Oracle Curse states "One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance."

The question here, if you are using a form of movement other than land speed, like flying or swimming etc. Is your speed still never reduced due to encumbrance?


How you describe your character making a ranged attack while threatened does not matter. Doing so provokes an attack of opportunity, which is resolved before the ranged attack. If the weapon is disarmed, or sundered, then the weapon is no longer available to use.

Back to the real topic at hand...even if you have a weapon in your off hand, that you can swap to your main hand as a free action it would still not be able to be used with the same attack that provoked the attack of opportunity. So it does not even matter how quickly you could draw another. New weapon, new attack action.

As far as just game balance goes, you can either trade attack rolls or trade damage rolls. If you choose to just attack for damage with your attack of opportunity, then they can just roll for damage with the attack provoking it. If you choose to use your attack to disarm, sunder or disable the weapon used in the attack in any other way, their attack roll is wasted, at the cost of yours.

Having more weapons available does not negate that you were just disarmed in the middle of an attack.


thesoultorn wrote:

Quick draw bestows the capability of a character to draw a weapon as a free action. Here are the relevant rules on free actions.

Quote:

Free Action

Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there

...

You may want to reread Free Actions

PFSRD wrote:
Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below.

Says nothing about being able to take free actions in the middle of other actions


Lady-J wrote:
Darkin wrote:
Lady-J wrote:
Darkin wrote:

another way to look at it, if you insist on the dagger not being in the hand by the time the AoO is taken, is the disarm AoO merely knocks the dagger out of the air. though if this were the case, you would be using the dagger's CMD instead of the throwers CMD, which i am sure is much lower since it has a dex and str of 0 and is tiny

you need the cut from the air feat to do that plus the dagger isn't wielding another dagger to be disarmed from
Cut from the Air is for when someone attacks you are someone adjacent to you with a ranged weapon, it has nothing to do with threatening someone who makes ranged attack(s)
well its the one of the 2 only feats that let you interrupt a ranged attack in the air

You don't need a feat for that if you are threatening the ranged attacker


Lady-J wrote:
Darkin wrote:

another way to look at it, if you insist on the dagger not being in the hand by the time the AoO is taken, is the disarm AoO merely knocks the dagger out of the air. though if this were the case, you would be using the dagger's CMD instead of the throwers CMD, which i am sure is much lower since it has a dex and str of 0 and is tiny

you need the cut from the air feat to do that plus the dagger isn't wielding another dagger to be disarmed from

Cut from the Air is for when someone attacks you are someone adjacent to you with a ranged weapon, it has nothing to do with threatening someone who makes ranged attack(s)


Perfect Tommy wrote:
Darkin wrote:
Perfect Tommy wrote:

Picture it as just as you were thrusting with your dagger I disarmed the dagger.

Your forward thrust still continues but absent a weapon it is meaningless the attack is lost.
Couldn't he then continue the attack with an unarmed strike?
Would you let a wizard whose magic Missile was interrupted continue with a fireball

If the wizard can cast fireball as a free action, sure.

Also to be noted here: an attack action, as part of a full attack is not a standard action, while casting spells usually is. So not sure if this really applies here.


Lady-J wrote:
Darkin wrote:

"I throw my dagger" -ranged attack, that provokes AoO

"I disarm his dagger" -AoO triggers before the dagger has left his hand, but is still a ranged attack

no paradox at all

if the dagger doesn't leave his hand then its not a ranged attack yet there for it doesn't trigger the aoo, aoo is only triggered once the dagger leaves the hand but b4 it goes to confirm a miss or a hit on the target

Another way to look at it, if you insist on the dagger not being in the hand by the time the AoO is taken, is the disarm AoO merely knocks the dagger out of the air. though if this were the case, you would be using the dagger's CMD instead of the throwers CMD, which i am sure is much lower since it has a dex and str of 0 and is tiny


"I throw my dagger" -ranged attack, that provokes AoO

"I disarm his dagger" -AoO triggers before the dagger has left his hand, but is still a ranged attack

no paradox at all


I think you might be mistaken on whether or not the dagger that is being thrown is still in hand by the time it gets disarmed.


Lady-J wrote:
Mimski wrote:
Lady-J wrote:
Seravix wrote:
Lady-J wrote:
Seravix wrote:
Lady-J wrote:
cant disarm a weapon that's no longer in the wielders hand
That is true, but with AoO from a thrown weapon. The weapon hasn't actually been thrown yet. So your disarmed before you can finish the throw.
if its not thrown then its not a ranged attack and thus does not provoke in the 1st place
Fair enough. Guess your just throwing out comments that wasn't pertaining to the topic.
but it does pertain to the topic if the item is thrown its out of the users hand and provokes an aoo for being a ranged attack, while the item is in their hand its not a ranged attack there for no aoo and an item that is no longer in the hand of the wielder can not be disarmed
AoOs are resolved BEFORE the triggering action. Thus the disarm happens when the attacker tries/wants to throw the weapon, before the attack has occured.
something can not trigger an effect if it hasn't happend yet, you would need cut from the air to do anything about negating a throwing weapons attack

So you are saying that throwing weapons does not provoke an AoO as long as the possible Attacker of opportunity plans to disarm on his AoO?


Perfect Tommy wrote:

Picture it as just as you were thrusting with your dagger I disarmed the dagger.

Your forward thrust still continues but absent a weapon it is meaningless the attack is lost.

Couldn't he then continue the attack with an unarmed strike?


PFSRD wrote:
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.

while prone, or crawling, you have a move speed of 5 feet, therefor you cannot take a 5 foot step.


ryric wrote:

This bugged me at first as well, see above, but here's a scenario to help straighten out why that doesn't work.

Imagine the dagger thrower has 5 daggers, each with different plusses and magic abilities. Would you let him say he's attacking with a +1 dagger then suddenly in the middle of the attack change it to a different +3 dagger just because he has quick draw?

Not sure if I would let him do so, that's why we are discussing it here :)


bhampton wrote:

Also, this

FAQ wrote:

Limited actions on my turn: If an AOO or other interrupting effect reduces what actions I can take on my turn, does this reduction apply immediately?

Yes, even if it interrupts or limits your in-progress.

For example, if you are making a full attack and attempt to trip your opponent, but you provoke an AOO because you don't have Improved Trip, and your opponent has a spell storing weapon that's storing a hold person, and you fail your save against the spell, you are immediately paralyzed and can't take any of your remaining actions (including the remainder of your full attack).

Likewise, if your opponent had the Staggering Critical feat instead of a spell storing weapon and the attack staggered you, you would immediately gain the staggered condition, which would prevent you from taking any actions that violate the staggered condition's limitations. If you provoked by taking a move action to move through the opponent's threatened area, you could finish that move action but could not also take a standard action after it. If you provoked as part of a full attack (as with the trip example), becoming staggered would end your full attack at that point and prevent you from taking a move action after the staggering attack. It doesn't matter if the AOO happened because of your first attack in your full attack or your last allowed one, being staggered ends your full attack at that point because you can't make a full attack if you're staggered.

Not seeing how this applies here, being disarmed does not apply an action limiting condition like staggered or paralyzed


bhampton wrote:
Darkin wrote:
Perfect Tommy wrote:
AoO disarms. Attack is lost.
Source?
CRB wrote:

An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn

Not seeing how this stops the thrower form drawing another dagger as a free action and continuing the attack


Perfect Tommy wrote:
AoO disarms. Attack is lost.

Source?


Under Bear Shaman Totem Transformation it states:

"The bear shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments."

The animal totem druid should still be able to expend another use of Totem Transformation to change the choice of power gained. This would of course reset the 1 min timer, effectively dismissing the previous use, but to end it altogether, she would have to just wait it out.


Evilserran wrote:
Under the lion, which is the creature in question, it can only rake when successfully initiating or maintaing a grapple. Therefore, the attack causing the grapple condition, whether succeeding or failing, should be the target of the rake. Other creatures are not beholden to that rule, so they would have a different ruling.

Lions cannot rake when successfully initiating a grapple, or maintaining a grapple if it is the same round the grapple was initiated unless those rakes are coming from the Pounce special attack.

"A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Format: rake (2 claws +8, 1d4+2); Location: Special Attacks."


Otm-Shank wrote:
You mean the rakes should target the subject of the charge? The lion may have a grab attack but there are creature/builds that have pounce and rake attacks but no grab.

Rake Attacks, even though are extra claw attacks, do NOT have Grab unless it specifically says so in the entry for rake under special attacks. In this case, lions cannot grab on the rake attacks.


Evilserran wrote:
Under the lion, which is the creature in question, it can only rake when successfully initiating or maintaing a grapple. Therefore, the attack causing the grapple condition, whether succeeding or failing, should be the target of the rake. Other creatures are not beholden to that rule, so they would have a different ruling.

Actually the only reason a lion could rake on the same turn he started az grapple is because he is using pounce with grab. usually rakes can only be used during a grapple but NOT the round that grapple was initiated.


blahpers wrote:

Magic fang affects the druid. Permanency affects the spell.

When casting dispel magic, you can target an object, creature, or spell. If you cast dispel magic on the druid, you make the first dispel check against permanency; success means that the permanency spell is dissolved, and magic fang follows unless it's still under its original duration. If not, then magic fang is targeted next; success means that magic fang is dissolved, and permanency, having no target, becomes moot.

If you choose to target a spell instead, then you name which spell you wish to target.

Does the duration of Magic Fang continue to expire after permanency has been cast on it, or does it's duration effectively pause until the permanency is removed?


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