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Diego Rossi's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 10,023 posts (10,550 including aliases). 1 review. 1 list. No wishlists. 7 aliases.


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Liberty's Edge

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ShieldLawrence wrote:
Diego Rossi wrote:
ShieldLawrence wrote:

It gets pretty confusing when both sides have different degrees of awareness.

Technically, in this example, the NPCs are aware of the Wizard but still unaware of the party. So by the rules, they still cannot act in the surprise round, but since the Wizard is fully aware he can still act even though he failed to stealth.

How we've been running it in my area is that those characters that are hidden from their enemies get the surprise round. In this example, The party gets a surprise round, the wizard does not, the NPCs do not.

Being aware of even 1 opponent allow you to act in the surprise round.
You're still unaware of other combatants though, meaning you can be surprised by them.

Sure. But you act so you aren't flat footed after you have acted.

Your dexterity is negated against the enemies you haven't detected, but that is a different thing. (I am not saying that you mean that, simply that plenty of people use flat footed, surprised and having your dexterity negated as they were the same thing.)

If everyone has heard the wizard there is no surprise round in the above scenario.

Liberty's Edge

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Murdock Mudeater wrote:
Diego Rossi wrote:
BigNorseWolf wrote:

Eyup

"What did he just summon?

"1d3 Candiru.

"Candir....WE SURRENDER!

That a required some research. You are a biologist, right?

Much more likely referencing the episode of Venture Brothers.

No idea of what is Venture Brothers but from other posts BNW do something in the biology or forestry field. i don't recall exactly what.

Liberty's Edge

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Let's say that there is a feat that allow you to increase your CL by two for a specific spell. Would that make you eligible for Craft wondrous items if you where a first level character and had it for sleep?

Liberty's Edge

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_Ozy_ wrote:
Diego Rossi wrote:
_Ozy_ wrote:
Diego Rossi wrote:

He get a caster level for that spell, not for other spells. A bit hard to classify that as a caster level for general purposes.

There is absolutely zero distinction anywhere in the rules between a caster level for X number of spells, and a caster level for Y number of spells. You are making that up entirely.

In fact, a Ranger has a caster level of 1 at 4th level when (if their Wisdom isn't high enough) they can cast 0 spells.

That feat don't give you a caster level for x spells, it give you a caster level for 1 single, specific, named spell. And only when that spell is memorized.

You do realize that X is a variable, and includes the number '1'.

Nowhere, and I mean nowhere, do the rules say what you claim. At all.

The feat gives a caster level, period. The fact that there is only one spell on your spell list is 100% irrelevant, and there is nothing in the rules anywhere that distinguishes between the caster level for a spell list with a single spell, or a spell list with a 100 spells.

Seriously, how can you even claim such a thing? What words are you using to support your conclusion?

Do you realize that "Magic missile" isn't a number?

That feat don't give you a caster level for X spells where X can be a number from 0 to infinite, it give you a caster level for Magic Missile, or See invisible or another specific spell.

That caster level is present only when you have the spell memorized, and only for that spell.

Liberty's Edge

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ShieldLawrence wrote:

It gets pretty confusing when both sides have different degrees of awareness.

Technically, in this example, the NPCs are aware of the Wizard but still unaware of the party. So by the rules, they still cannot act in the surprise round, but since the Wizard is fully aware he can still act even though he failed to stealth.

How we've been running it in my area is that those characters that are hidden from their enemies get the surprise round. In this example, The party gets a surprise round, the wizard does not, the NPCs do not.

Being aware of even 1 opponent allow you to act in the surprise round.

Liberty's Edge

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BigNorseWolf wrote:

Eyup

"What did he just summon?

"1d3 Candiru.

"Candir....WE SURRENDER!

That a required some research. You are a biologist, right?

Luckily summoned creatures disappear at the end of the spell, but that kind of creatures is why I love fire aura, fire shield and stoneskin. :-)

Liberty's Edge

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As I already said, it is a circular argument. You say "you can take free actions only during your turn". I say "you can take free actions every time you take an action".
Both positions have rule support. You are inferring something from other rules, I am inferring something different.

You even cited the rule:
"EDIT: There is actually, not in the PRD but in the the grab, trip, push, pull FAQ. "While you can’t take most free actions off your turn" END OF EDIT."
You read "most" as any unless specified, but the two FAQ show that instead there is a good number of free actions that while not cited in the CRB or Bestiary ass something that can be doe off turn are allowed when taking another action.

Without further inflammations from the Devs we can't get a definitive conclusion as both position have rule support and both positions are based on inferring something from the FAQs and other parts of the rules.

Liberty's Edge

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Quintain wrote:

Action economy says that you get one move action and one standard action.

If your ammo is expended, and you ready a standard action for the next round, you can't use a move action before your readied standard to reload. So, at best you can only ready an action with a heavy Crossbow and rapid reload every other round.

However, under my interpretation you can use your move action just prior to your readied action to fire with it. Easy peasy.

You take your move action at your initiative and reload the crossbow, then you ready your attack.

Liberty's Edge

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bbangerter wrote:
Diego Rossi wrote:


If we accept your opinion creatures with free riders on attacks (grab or trip are common examples) don't get to use them as that is a free action and can't be taken outside your turn.

Oddly enough there is a FAQ devoted to that to make an exception for this case. Indicating that normally you wouldn't have been able to use trip/grab, etc outside of your turn as a free action. (I would have never run it that way, I felt the intent was always as the FAQ set it to).

Which is like the snap shot feat FAQ that says the free action to reload can be made as part of the AoO - again a specific exception to the rules. (Again, I never would have run this differently as the intent to snap shot for me was clear).

Readied actions are not an "extension" of your existing turn. After you take your actions for your turn, including readying an action, your turn is over. This is shown in the ready action text "...after your turn is over...". This is further shown in the additional text "...you interrupt the other character...". Because two characters do not take simultaneous turns, your readied action must, of necessity, happen outside your turn.

As with the above two FAQ's, if the player wanted to take a free action that was somehow associated with the readied action, I'd allow it. But the rules do not currently allow such as it is not the players turn. And I would not allow them to take a free action that was completely separate from the readied action.

FAQ wrote:

Free Actions: Can you take free actions during an attack of opportunity? For instance, can you use the Grab, Trip, Pull, or Push universal monster rules after hitting with an attack of opportunity, since they require free actions and free actions can’t be used off-turn? What about Rock Catching? That seems like it could only work off-turn.

While you can’t take most free actions off your turn, Grab, Trip, Pull, Push, and Rock Catching’s free actions can all be used off-turn. This will be reflected in future errata.

You consider that list exhaustive?

Or maybe the exceptions that continue to crop up (like that for the snap shot feat) show that "you can't take free action mean "you can't take free action by themselves off turn, but you can take them together with other actions"?

Tu be clear, there is no rule that say "you can't take free action off turn", there is a rule that say:
"Speak
In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action."
and implies that you normally can't take other free actions, but then there is a rule that say: "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."
A very clear permission to take free action together with other actions.

Liberty's Edge

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bbangerter wrote:

Is there some part of the rules that say you can take other actions outside of your turn just because you are taking a readied action? You can normally only take actions during your turn, with a few exceptions: immediate actions, speaking which is called out, and a few others that likewise have an explicit exception in the rules. Readied actions make no such exceptions for any but the action that was specifically readied.

The rules say very clearly that you can take free actions any time you get an action, and sometime even when not taking one (drawing an arrow to load your bow if you have the feat chain to use it for AoO).

It is a circular argument: you say "the rules say that you can take a free/swift action only with a normal action a readied action isn't a normal action, so you can't it", I say "the rules say that you can take a free/swift action every time you take an action".

RAW you have some argument for swift actions (but RAI the action that you readied complete your turn, it isn't something completely separate). None for free actions.
If we accept your opinion creatures with free riders on attacks (grab or trip are common examples) don't get to use them as that is a free action and can't be taken outside your turn.

Liberty's Edge

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The movement is outside of combat. When the wizard is detected combat beings. As there are unaware combatants (the enemies know only of the existence of 1 creature) there is a surprise round.

Liberty's Edge

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_Ozy_ wrote:
Diego Rossi wrote:

He get a caster level for that spell, not for other spells. A bit hard to classify that as a caster level for general purposes.

There is absolutely zero distinction anywhere in the rules between a caster level for X number of spells, and a caster level for Y number of spells. You are making that up entirely.

In fact, a Ranger has a caster level of 1 at 4th level when (if their Wisdom isn't high enough) they can cast 0 spells.

That feat don't give you a caster level for x spells, it give you a caster level for 1 single, specific, named spell. And only when that spell is memorized.

Liberty's Edge

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bbangerter wrote:
Diego Rossi wrote:


PRD wrote:
Readying an Action: You can ready a standard action, a move action, a swift action, or a free action.
As for the above quote, you can't ready a full round worth of actions, you can ready only a single action from that list, but "You can take a swift action anytime you would normally be allowed to take a free action." and "You can perform one or more free actions while taking another action normally."

Allowing free/swift actions while taking a readied action is debatable.

"You can perform one or more free actions while taking another action normally."

Normally, you can only take actions during your turn. There would also be no need to call out that a readied action can be used to a ready a free/swift action if you could already take a free/swift actions during any other action type you are taking. Just declare you are readying a move action, don't actually move any distance, then take your free/swift as part of your readied move.

I highly question whether the intent is to allow a character to ready an action and cast a quickened spell as part of that readied action - or activate any other ability that is not a part of their readied action. The intent of readied actions seems to be "Wait for a specific event, and respond to that event in a certain way" and not "respond in a certain way plus any random thing I can squeeze into a free/swift action to boot".

There is some part of the rules that say that when you are taking your readied action you aren't acting normally?

Liberty's Edge

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Bronsonfu wrote:
What is the ruling for actions after your readied action? Let's say I prepare a readied standard action to attack an enemy as soon as he tries to move. After my standard action goes through do I then get to use all of my other actions such as move, swift and free? What am I allowed to do?

After/together with your readied action you can take 1 swift and as many free actions as your GM allow, you can't take a move action unless that was the action you readied.

Note that reading an action is a standard action and you can move during your normal initiative turn before readying the action. You can't move during your normal turn after readying an action as it will call into effect the "anytime before your next action," clause and invalidate the readied action.

Why it work that way:

PRD wrote:
Readying an Action: You can ready a standard action, a move action, a swift action, or a free action.

As for the above quote, you can't ready a full round worth of actions, you can ready only a single action from that list, but "You can take a swift action anytime you would normally be allowed to take a free action." and "You can perform one or more free actions while taking another action normally."

Liberty's Edge

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PRD wrote:


Stone Curse (Su) If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 19 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC 19 Fortitude save as a full-round action to exit the stone. The save DCs are Strength-based.
PRD wrote:


Meld into Stone

School transmutation [earth]; Level cleric 3, druid 3

Casting Time 1 standard action

Components V, S, DF

Range personal

Target you

Duration 10 min./level

Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Even if you make your save, you still take 5d6 points of damage.

Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.

The following spells harm you if cast upon the stone that you are occupying. Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.

None of the options you listed.

While in the stone you are in a separate area with only a tenuous connection with the outside. You can't freely move as it require a save to leave the area, but you can't be attacked too, as you are within the stone, not half in/half out. And if you are a spellcaster you can still cast spells on yourself or spells that don't require LOS/LOE.

Essentially it is a ability that will remove a character from the battle for a few rounds.

There is a interesting limit: "you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.", so, technically, people with a lot of gear is immune from this ability.

Liberty's Edge

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He get a caster level for that spell, not for other spells. A bit hard to classify that as a caster level for general purposes.

@ darkerthought7: Keep in mind that even with the more favorable interpretation you will know only 1 spell with a caster level for each feat you expend in spell knowledge, so it is a lousy way to make wands and scrolls. To quote: "you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.", so your alchemist would be able make only wands that contain the spells learned with this feat or whit the help of friends with the right spells.
Very inefficient unless you don't know what to do with your feats.

Liberty's Edge

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_Ozy_ wrote:

It says right in the feat:

Your caster level is equal to your alchemist level, and your save DCs and concentration checks are Intelligence-based.

So yes, you definitely have a caster level. You're casting an arcane spell.

The text is a bit longer that the part you are extracting. You ar eusing a row of text in a vacuum, but it don't workt that way.

Spell Knowledge wrote:
Benefit(s) Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell. Preparing the spell uses up an extract slot 1 level higher than the spell's level. Your caster level is equal to your alchemist level, and your save DCs and concentration checks are Intelligence-based. You're considered to have this spell on your spell list for purposes of prerequisites, spell completion items, and spell trigger items.

"Your caster level" refer to the specific spell you have chosen with the feat. Not to having a caster level for other purposes.

The FAQ about the SLA abilities cited in the linked thread seem very relevant here. Getting a single spell or a few spells at X caster level count has having a caster level? No, at least for SLA. The situation here seem to be the same.

As a GM I am favorable to give alchemist the ability to get the feat to craft magic items, but this feat don't seem to do that.

Liberty's Edge

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Note that cackle rules have been clarified:

FAQ wrote:


Witch, Cackle Hex: Can I use my standard action and move action to cackle twice in one round, extending another hex by two rounds?

No, you can only use cackle once per round.
This is being considered for clarification in a future printing of the Advanced Player's Guide.

so the tactic suggested in this thread of cackling twice in a round don't work.

Liberty's Edge

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d20pfrsd wrote:


Brew Greater Potion (Item Creation)

Prerequisite(s): Brew Potion, Caster level 7th or higher

Benefit: You may now use the Brew Potion feat to create potions of spells of up to 5th level. The costs and creation times are otherwise the same as the Brew Potion feat.

Section 15: Copyright Notice

Undefeatable: The Collected Feats Sourcebook, Copyright 2009 - 2010, Louis Porter Jr. Design, Inc. Undefeated, Copyright 2011, Louis Porter Jr. Design, Inc.

Third party feat, so you need ot ask your GM.

d20pfrsd wrote:


Spell Knowledge

Your studies into how all things are interconnected have taught you to cast a very limited number of spells.

Benefit(s) Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell. Preparing the spell uses up an extract slot 1 level higher than the spell's level. Your caster level is equal to your alchemist level, and your save DCs and concentration checks are Intelligence-based. You're considered to have this spell on your spell list for purposes of prerequisites, spell completion items, and spell trigger items.

You may select this discovery more than once. Each time, it grants you access to another spell from the sorcerer/wizard spell list.

Pathfinder Player Companion: Cohorts and Companions © 2015, Paizo Inc.; Authors: Brian Duckwitz, Philip Minchin, and Jason Nelson.

Owen is speaking as himself, he is not the PDT. As I read it, that discovery don't give you a caster level. It give you a caster level to cast that specific spell when you have it memorized. I wouldn't qualify that as having a caster level when you take a feat.

Liberty's Edge

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Matrix Dragon wrote:
Snowlilly wrote:
I was under the impression most alchemists took Accelerated Drinker
It doesn't work for alchemists because extracts don't count as 'potions'. Yes, it is silly, lol.

1 feat to be able to "drink 2 spells" every round? No, it is not silly at all that it don't work.

Liberty's Edge

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Ratnap wrote:

It depends on the item and especially on the description.

Wands, potions, scrolls and staffs are always a Standard Action and provoke an Attack of Oppurtunity.

Worn items which use up a Slot can have varying activation Actions, from a command word (Standard Action which provokes no AoO)

And then there is the use activated item, that is always active or Triggers on ist own, when certain conditions are met (like the feather fall ring)

And then there are a couple of items that have move, Swift, free or immediate Actions activating them, but they're always in the description. When there is no mentioning of what Action it is to activate the item it's save to assume it's a Standard action

Using a wand or staff don't provoke an AoO.

Liberty's Edge

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You use it to sunder his spear. The bad thing is that you can't do that without the feat.

Liberty's Edge

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There is no clear rule on how a wall work. A wall spell don't have a point of origin, so the rule you cite has no relevance for it.

The best, but hardly perfect, reference, are the line spells. so you can give it any inclination.

Liberty's Edge

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Nohwear wrote:
The Questioner is an archetype for the Investigator. Instead of alchemy, he casts spells like a bard, except with Intelligence instead of Charisma. What I can not figure out is if a Questioner ignores the Arcane Spell Failure chance for light armor and shields. Unfortunately, I can not find description of the archetype to link to. Thank you in advance.

In what product it appear?

It say it is an arcane caster?

Liberty's Edge

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I recall a dev post saying that a bonded item detect as magic ad it perform a magical function (it allow you to cast 1 spell/day).

Liberty's Edge

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PRD wrote:

Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness 5.

As it say: "Any wooden item .... made from darkwood is considered a masterwork item" and "The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. " I get "a wooden shield made of darkwood is masterwork and its armor check penalty is lessened by 2 compared to an ordinary shield of its type." For me that mean that the masterwork armor check bonus is already factored in.

Liberty's Edge

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Quote:
Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.

No condition, the target is confined on the spot it occupied, but he can move within his square/squares.

Nowhere it say that you wrap the chain around the creature.
Actually the chain is a spell component, so it is consumed in the casting.

Quote:


Slumber: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a sleep effect.

Yes, helpless. Note that the target should be susceptible to sleep effects.

Quote:


Bound Slumber: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a sleep effect.

Again, helpless.

Quote:


Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.

"trapped but otherwise fully capable?" Yes. There is a module where you encounter several creatures bound this way. In the module the area was fairly large.

Quote:


Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.

"conscious but harmless?" Yes.

Quote:


Minimus Containment: The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.

"conscious but harmless?" Actually it don't say that the bound creature can't use his powers or spells.

LOS and LOE rules would limit what he can do, but he can do a few actions.

As a lot of high level spells it require GM interpretation and rulings.

Liberty's Edge

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Viriato wrote:

I see. So it really is just meant to be an even-more-situational bonus to top the situational +1 damage in a critical? Alright, then.

Thanks for the input, guys.

Pizza Lord wrote:

The additional +1 damage isn't considered precision or additional damage from weapon quality so it is multiplied with the critical multiplier as well, right? So you'd be dealing 2 extra damage, maybe up to 4 if that's the case, right?

At least in the case of confirming a critical hit, otherwise (reducing a foe to 0 or lower) you'd have already rolled for damage, of course.

PRD wrote:


Bloodthirsty: You have a vicious streak, and nothing satisfies you more than warm blood on your hands and blade. Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier.

As pizza said, it is 2-4 hp on a critical.

Note that it is added at least to all damage from spells that count as weapon, possibly to all spells that require an attack roll (naturally you need to score a critical or down a foe).

Liberty's Edge

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Viriato wrote:

Hi all,

Just going back into the game after a prolonged absence, so please do bear with me if I'm missing something glaringly obvious. The trait's description states:

"Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage."

The critical part I understand, and the trait would be fine just with that, IMO, but whatever is the point of dealing an additional point of damage when reducing a foe to 0 or fewer hit points? Is it for GMs who actually bother tracking foes' negative hit points, or just to make sure that your foe never gets staggered? Seems like a quizzical, extremely situational addendum to me. Why not, say, deal +1 damage on your *next* attack after downing a foe?

1) It is based on the role play part of the trait, you enjoy beating the enemy or at least feel that is needed to get them really dead.

2) Yes, it helped me several times against enemy that would otherwise become staggered. Very useful against guys with regeneration, abilities to heal themselves, fast getaway spells and friends aboard and so on.
Even simply dropping an enemy instead of having him partially active is important when you make iterative attacks.

3) All the GM in my group track negative hp, at least when the enemies have the capability to heal or there is a positive channeller in the PC group.

Liberty's Edge

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graystone: Dazzling Display is a full round action and it require you to wield a weapon. I really doubt that you can use it with a weapon that exist only for an instant.

Notice that, so far in this thread, I haven't commented about Arcane strike as there is already a thread arguing about that.

I am slightly more in favor of Arcane strike working with a ray spell, but it is uncertain enough.

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Xaimum Mafire wrote:
I'm going for an Arcane Trickster build around rays (and maybe melee touch attacks down the road), so I'd want the +1 to hit on rays. Realistically, that would mean two rounds for one attack, but hey, it's flavorful.

I don't see any way to wield a ray. It is an instantaneous effect, so it will not be available for a full round action.

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For sure you don't wield a ray, as it is instantaneous and dazzling is a full round action.
Even if you were able to cast the ray as a swift action it would last only for a very small portion of the round.

AFAIK you can take weapon focus (the prerequisite for Dazzling Display) in "held charge touch attack". You can take it in unarmed strike. If you take it in unarmed strike you don't need a held charge. Your bare fist is enough.

If you have a way to get Dazzling display without taking the prerequisite, I , as a GM, would have to decide if the held charge is perceptible or not (based on the descriptions, most are).
If the held charge can be perceived I think it would work.

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KainPen wrote:

The feat is already a niche feat anyway, Since they changed the SLA FAQ, and was never that powerful to start. I have rarely seen a full caster take the feat also, because they rather save their swift actions quicken spell, or class abilities. It get selected in the start of the game and quickly retrained as soon as quicken spell become a decent option. It will more then like be Nerf to even more useless and only A Melee Bard, Magi, blood ragers only ones that pick it. Caster will stop using it completely. Other Martial already got kick in the balls and are no longer allowed to get it via SLA. So why not Nerf it some more sounds like a plan.

FAQed

Add ranged bard and all sort of arcane gish. Better than power attack for people with a 3/4 BAB, especially if they are limited to one handed weapons.

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Bill Dunn wrote:
Rub-Eta wrote:
Since Arcane Strike is not used on a specific weapon and grants the effect for a full round to all your weapons, I'd say that it works on Rays too (just like how a Bard's Inspire Courage can).

I think the pertinent question would still be: Does it apply to weapons that don't exist/aren't associated with the spellcaster at the time the swift action is expended? If not, then the effect shouldn't apply to instant spells like most rays or touch attacks, nor should it apply to weapons that are picked up after the swift action because, at the time the imbuement (imbuall?) occurred, that wasn't the caster's weapon.

I also think the difference comes in how you look at the ability. Does it apply to the weapons and all weapons in existence and associated with the caster are imbued at once? Or does it apply to the caster and any weapon he picks up/casts/uses is affected? And if it's the former, can I imbue my weapon and hand it off to someone else to use? If the latter, can I pick up a smaller creature and hit someone with him and gain the arcane strike's modifiers - now suppose that small creature was a monk who then uses his own fists to attack while the duration is still in operation - are his attacks imbued?

Ultimately, I don't think the comparison with a bard's inspire courage is an apt comparison. That's a mind-affecting effect - it affect's the listener and that's why they get a bonus on their saves, attacks, and damage. The weapons, not having minds, aren't affected directly by inspire courage at all.

It is on for all weapons used by the character with the feat, so all your point are moot.

If you hand them to some other character you aren't using them, If you pick up someone and use him as an improvised weapon it is imbued, but not when he make his attacks as you aren't using him, and so on.

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Rub-Eta wrote:


EDIT: AoO not being an action could also mean that a Cowering, Dazed, Stunned, Panicked or Paralyzed creature still can perform AoOs (as they're only prohibited from taking actions).

Making a AoO require you to threaten a square.

You threaten a square where you can make a melee attack.
Cowering, Dazed, Stunned, Panicked or Paralyzed characters can't take offensive physical actions, so they don't threaten.
Ergo: they can't make AoO.

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Rub-Eta wrote:
Key words here are:
Ready wrote:
Then, anytime before your next action, you may take the readied action in response to that condition.

As writen, AoO is a free action. You can therefore not perform your readied action after your perform an AoO. It does, however, say "anytime before" which points towards it being a legal move to take the readied action, right before the AoO.

As for the provocation of AoO:

Ready wrote:
The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action.
This means that the provoking happens if the action can be continued (and would provoke an AoO in normal cases). An AoO can not be provoked before you compleat your readied action, as the readied action is performed before the action that triggers it and provokes an AoO.

An attack of opportunity isn't a free action.

It is a free attack.
attack =/= action

PRD wrote:

Attacks of Opportunity

Sometimes a combatant in a melee lets her guard down or takes a reckless action. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity. See the Attacks of Opportunity diagram for an example of how they work.

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Blymurkla wrote:
Gallo wrote:
Blymurkla wrote:
Rob C wrote:
By Rules as Intended / Rules as Played, I think Gaseous Form can be dismissed if cast on yourself. In my mind I look at creatures such as Vampires who can go into a gaseous form. They should have some way of coming out of it at will.

Just so everyone is on the same page:

PRD wrote:
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
No language in that ability to allow the vampire to dismiss its gaseous form. There might be a general rule on how supernatural abilities work that allows creatures to shut them off, but my brief search failed to turn it up.
The word "indefinitely" is what indicates a vampire can end its gaseous form whenever it wants.

You're most likely right. In my, non-english-native mind "indefinitely" read as "forever". So I was inclined to believe that either the vampire would stay in gaseous form until the end of times or the spell was dismissible even when the caster was the target. And the latter made more sense.

By the way, is there a difference between the vampire's Gaseous Form (Su) and having Gaseous Form as a spell-like ability usable at-will?

Plenty.

PRD wrote:

Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled but they cannot be counterspelled or used to counterspell.

Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.

Spell like abilities work like the spell they emulate, duration and other effect included. so if you have the invisibility at will as a Spell Like ability, it has a specific duration set by your caster level and the spell description. When that time end you become visible.

If you have invisibility at will as a SU ability it last for the time indicated by the specific ability: If there is no time limit it last forever.

SP abilities are perceptible when activated, SU, not necessarily.

You need different skills to know what a SP and SU ability do, even if they share the same name.

Basically, with a SP ability you are casting the spell, with a SU ability you aren't.

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Pizza Lord wrote:
Diego Rossi wrote:
Pizza, as usual you have a lack of understating of the rules.

First off, don't insult me or my understanding of the rules when I take the time to offer my help, especially when I make it clear and take the time note what resource I currently have to work with. Not every option I have takes the time to make scrolling around or highlighting to copy-write bibliography feasible.

Stating that it's not current or citing another source is one thing. Wraithstrike's reply was perfectly reasonable and to the point and maybe you should take an example from that the next time you feel the need to belittle someone. I won't tolerate anything beyond that.

You asked whether you could turn into a creature that was advanced or was a template, the answer is obviously no. If a dire animal isn't a template in your game, then it is fair game. If you have some rule, somewhere that states that a king snake is an advanced water moccassin or an anaconda with a young template and and an added poison ability, then it also is illegal.

Pizza Lord wrote:
If you honestly believe a black bear is just a baby brown bear or a grizzly bear that gains a few HD turns into a polar bear... I.... I don't know what I can do to help you with that.

You reap what you sow.

And saying that you show a lack of understanding of the rules isn't an insult. You regularly fail at collating the different rules.

Why you use d20pfsrd if the PRD is easily available?
And if you use d20pfsrd why you don't check the small print to be sure that you are citing Paizo rules?

A reply that say "Paizo rules are these if you use Necromancer Games, Inc rules" isn't really useful.

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Simple example of a item purpose that will do that and is perfectly acceptable:
"Help King Brandal build a powerful and long lasting empire."

If King Brandal has one or more magic items with that purpose that made and give them out to his followers it would be acceptable? Surely, it wall perfectly in the items special purpose.
Now, if King Brandal were to us one of those items itself, that special purpose would suddenly become unacceptable? I don't think so, but it will do exactly what the OP depict. It would be a magic item with a special purpose that King Brandal will always be able to use at will.

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And the polar bear in Bestiary 5 isn't an advancement but a stand alone creature, perfectly suitable for beast shape 3+.

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Pizza Lord wrote:

Which is why I stated that I am using d20pfsrd currently. If you honestly believe a black bear is just a baby brown bear or a grizzly bear that gains a few HD turns into a polar bear... I.... I don't know what I can do to help you with that.

Pizza, as usual you have a lack of understating of the rules.

There is no dire template in the Paizo rules. So dire creatures in Paizo Bestiaries aren't templated creatures.

Read the copyright section of d20pfsrd :

Quote:


Section 15: Copyright Notice - Tome of Horrors Complete
Dire creature template from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

If you meet in an adventure a creature with the dire template it mean that the adventure writer has applied the Tome of Horrors template and you can't copy it.

But if you meet a dire creature created from scratch by Paizo it is perfectly legal.

Pizza Lord wrote:


So even if you find a printing of a python or anaconda that is is larger and more powerful, you would have to prove it's a different creature or a variant, not just an advanced version of a python or an anaconda. You could become a 2-HD version of a wolf, but you couldn't become a 4-HD version of a wold (which should technically increase to size large.) Even though wolves of that size are likely in existence and it doesn't seem that hard to gain a HD or 2, those aren't a generic version of a wolf. You can't even become a Dire Wolf (unless the spell says you can specifically), which is a stronger, larger version of a wolf since Dire is considered a template. A winter wolf would work for becoming a larger wolf (though that's a magical beast).

Very simple: if the printed version has a piece of text saying that there is a applied template or it is an advanced version it is not a valid target. You know, that is normally spelled out in Paizo modules.

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Tyrant Lizard King wrote:

There is a Large venomous snake listed as Snake, Emperor Cobra so that is ready to use hands down. IMO, the Constrictor Snake lists in its entry that an Anaconda can be created from its stats. That, to me, means it is an existing animal... allowing a PC to Wild Shape into that creature, Large or Huge Anaconda. Yes, it does mention "templates" but right after that it says...

"or by advancing the stats above to a 7 HD Large snake (CR 5), or even a 14 HD Huge snake (CR 10)."

There you go, no Templates... just stat advancement for new creature entries. You wont really need to figure out its stats though since the ability functions as Wild Shape... you modify your own stats (per the way you are applying the spell) and *poof* you are now this larger creature. I had a major issue with this myself and, yes, you can turn into ANY animal... but you are limited to Huge size animals. My character was a Saurian Shaman and I REALLY wanted to Wild Shape into a Tyrannosaurus, which is Gargantuan. My GM allowed me to do this but only as a smaller T-rex(Huge). My T-Rex Animal Companion was limited to Large so it only made sense right?

P.S.
I know the Allosaurus is savage af

I know about the emperor cobra. But it is the only version of a large available in the Bestiaries. No large constrictor.

Actually the emperor cobra is frightening as a result of Beast shape 3+. The DC of the poison is set by the spell, so my 8th level druid will have a DC 20 poison that do Poison, with a frequency of 1/round for 6 rounds, 1d3 Con damage ant that require 2 consecutive saves to be cured.

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"Obey character X"
It could work, but probably not as well as the player would think.
What we get? An object that slavishly do whatever his owner say.
"Let's kill them!" to your companions will become "Use your destructive magic" for the item.
The owner is in peril on the basis of the item evaluation? it will activate his magic to save him. No thought or consideration for the other members of the party.

The item will try to fulfill the owner wishes, probably will use its abilities very early in the adventure instead of keeping them in reserve for a later time. And it will refuse to work for other characters unless convinced that it is what the owner want.

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PRD wrote:

The constrictor snake presented here is a relatively small one. You can create stats for a larger maneater like an anaconda by applying the advanced and giant simple templates, or by advancing the stats above to a 7 HD Large snake (CR 5), or even a 14 HD Huge snake (CR 10).

....
Venomous snakes are generally far more aggressive than constrictor snakes, and even larger variants do exist: you can create stats for a king cobra, for example, by applying the advanced and giant simple templates to the stats given above.(Those are the stats of a medium sized snake)

RAW you can't wildshape or use beast shapes to turn into a templated version of a creature.

On the other hand the description of the snakes say clearly that in nature larger versions that those depicted in the bestiary exist. Those versions aren't printed in the rules simply to save space.

So how do you think it should work:
- a druid or someone using beastshape II and above can't turn into a large snake unless he can find a printed description somewhere;
- a druid or someone using beastshape II can turn into a large snake as they exist in nature.

For the RL argument:

Wikipedia wrote:
The king cobra (Ophiophagus hannah) is an elapid found predominantly in forests from India through Southeast Asia. This species is the world's longest venomous snake, with a length up to 18.5 to 18.8 ft (5.6 to 5.7 m).

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It is one of those things that can be resolved in several ways.
I would keep it at a single opposite roll, but the skills could vary depending on how the tailing guy want to hide his activity.

I strongly disagree with the people saying "you should declare that you are looking around to notice something".

Firstly, if you try to impose that rule it will bog down the game as the players, in a setting where being tailed is a common occurrence will ask for rolls very often. all said and done you will end with a lot of useless rolls. After a time that don't increase suspense, it increase annoyance.

Secondarily, people that have reasons to be tailed have reason to suspect they can be tailed. And even if they don't have reasons to be suspicious there is always a chance to notice something. to me the best way to go is to use take 10 a lot, with appropriate modifiers for being on alert (let's say that the villain entering his secret hideout, he will be the moment in which he will be on watch), distracted (the tailed guy is doing is groceries) an so on.

Same thing for the tailing guy. He is going to do a long term activity, not something that will be resolved in a few seconds. If he roll every round you can take 1 for him, as he will roll it sooner or later.
Unless the goal is to have him fail or have a skill level that can't be beaten by the other party it isn't a good idea to have him roll hundred of times.

It would be possible to add a dice roll at key moments, like the tailed guy checking his surroundings before ducking into the alley that lead to his hideout or before entering an house, but those should be relatively rare.

About the skill to use, as I was saying, I would use different skills depending on how the guy tailing the target want to do it.
"I am a harmless guy doing his groceries" Bluff vs Sense motive
"I use the crowd to hide my presence" Stealth vs Perception
"I hide myself in a spot from which I can cheek the whole square." again Stealth vs Perception
by night "I am a drunkard returning from the tavern" Disguise or Bluff against Sense motive
"I set up a clown show in the square corner and look people goings" Perform (Comedy) vs Sense motive.
and so on.

Making it varied will make it more enjoyable.

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Azothath wrote:
Diego Rossi wrote:
Ventriloquism wrote:


You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else.
You need to be able to make the sound, so if you are polymorphed into something that can't speak ventriloquism don't give the ability to speak.

that is a GM call.

The second line of Ventriloquism is a separate effect that does not rely on the caster being able to make any sound (thus the dummy can talk without the caster moving his lips via Ventriloquism spell, which IS what the spell models). You can also interpret it as the caster making some type of sound and the spell transforming it into speech in a language the caster could speak. The spell is an illusion but targets still hear the words EVEN if they make the save and know it's an illusion... lol...

Even accepting your interpretation that you can have the spell speak for you, here is the text for Verbal Verbal components:

PRD wrote:
Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance of spoiling any spell with a verbal component that he tries to cast.

The requirement if for you to be able to speak in a strong voice. If you are relying on a external effect speaking for you, you are not fulfilling that requirement.

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Darksol the Painbringer wrote:
Quintain wrote:
Darksol the Painbringer wrote:

You're reading it wrong. The text says that you aren't considered armed, and you provoke Attacks of Opportunity as normal, because the game presumes you're making an Unarmed Strike, and uses those base rules.

Similarly, if you have Improved Unarmed Strike, you apply those benefits to that attack.

Right, but in our scenario, the caster wants to make an attack of opportunity on an ally using a spell that has been held.

So, if caster is not considered to be armed, then he doesn't threaten the squares around him, and if he doesn't threaten the squares around him, he can't make an attack of opportunity, on an ally or enemy.

Yes, because you aren't normally considered armed when performing an Unarmed Strike.

You would be armed when delivering a Touch Spell as a Touch Attack, because in that manner, it's an Armed Unarmed Attack. In the other case, it's not.

Exact.

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Darksol the Painbringer wrote:
Diego Rossi wrote:

No, they are 2 different effects:

1) a raging superstitious barbarian can't be a willing target (something with a specific meaning in the rules), i.e. can't benefit from teleport, dimension door, or any other spell that require a willing target;
2) He must always make a save against spells, even beneficial ones.
Both apply, but that don't force him into avoiding touch spells. Generally they can't apply at the same time as spells requiring a willing target don't have a save (at least I don't know any that require that).

To have the effect that you describe you need a different text in the ability.

But according to Gauss, being an unwilling target means you try to actively avoid the Touch Attack as well, so that's why I posed the argument that everyone would disagree with him when it came to running Superstition Barbarians. To be honest, it makes more sense to be an unwilling target if we factor that sort of thing in.

If you don't want to be affected by the spell in any way, shape, or form, then it would make sense that you would actively try to avoid it by any means possible, such as by dodging the Touch Attack required to be affected by said spell.

At this point, all I'm saying is that an unwilling target, although "defined" in the rules, is a very poor and inconsistent definition to follow, even by game terms, since being automatically hit by a Touch Spell from an ally equates to being willing to be hit by said Touch Spell, even though you don't want to be affected by the Touch Spell at all. If the intent of being an unwilling target means you do not wish to suffer the effects of the spell, then you would do everything in your power to not suffer the effects of the spell, up to and including avoiding the touch attack required to deliver the spell unto you.

As I see it, the conscious part of the barbarian mind is accepting the magic, even if he distrust it. His subconscious think that magic is always a bad thing. When not raging he is capable to fully accept magic, even if he is cringing inside.

When raging his subconscious has a stronger grip on him. He is still capable to accept being touched by an ally, but his subconscious force him into resisting the spell, hence the obligatory save and the inability to be a willing target.
It is like someone suffering from vertigo. He can force himself into in a location where his problem will trigger, but he can't stop himself from suffering from vertigo.

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Finlanderboy wrote:

In PFS I have saved players lives 4 times from them provoking attacks from one of my characters.

3 of them people were feared, and one time they were suggested. The PCs were going to run into further encounter by themselves and be killed. So I tripped them as they passed by.

Also I have refused players to enter my square to prevent similar things.

Both fully acceptable from my point of view. You had reasons beside "I want to abuse actions AoO to get an action advantage" and treated them as enemies for a time. Very different to shift between enemy/friend on a wim.

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Darksol the Painbringer wrote:
Diego Rossi wrote:
Darksol the Painbringer wrote:
Gauss wrote:

You cannot have it both ways Rysky. Either he is resisting the spell, thus requiring an attack roll and saving throw, or he isn't.

In any case, this is a futile discussion. You are ignoring several rules and trying to logic your way around them. You are free to houserule that you can use beneficial non-attack spells in an AoO, but that is not how the rules are written.

I posed whether the bolded subject was necessary to affect a Superstition Barbarian with a spell as an ally, and most everyone said that no attack roll was required, even though a Superstition Barbarian is an unwilling target of any spell or SLA thrown at him.

If being an unwilling target requires that you must roll a saving throw and you must be successfully hit by an actual attack roll, then quite frankly most everyone on the messageboards are running/interpreting the Superstition Rage Power completely wrong.

So I'll ask again, is an attack roll required or not? Bearing in mind, that if you say yes, then a FAQ for Superstition is required, and if you say no, then you're contradicting your own stance.

PRD wrote:
Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

"Cannot be a willing target of any spell" and "must make saving throws to resist all spells, even those cast by allies" are different things.

The first mean that the barbarian is never a willing target for spells that affect only willing targets, like teleport, not that he will avoid being the target of a spell.
"Willing target" has a specific meaning in the rules.
Of course they're different. But you clearly forget...

No, they are 2 different effects:

1) a raging superstitious barbarian can't be a willing target (something with a specific meaning in the rules), i.e. can't benefit from teleport, dimension door, or any other spell that require a willing target;
2) He must always make a save against spells, even beneficial ones.

Both apply, but that don't force him into avoiding touch spells. Generally they can't apply at the same time as spells requiring a willing target don't have a save (at least I don't know any that require that).

To have the effect that you describe you need a different text in the ability.

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