A dervish dancer cannot perform more than one battle dance at a time.
Rain of Blows, Razors edge, Inspire Courage .. these are all battle dances.
Fleet is a special ability that is usable while you are battledancing. You get a bonus to your landspeed as long as you are battledancing.
In my personal opinion it is a terrible idea as a character "build". You need three move or fullround (without siege master feat) actions to load and one fullround to shoot a cannon for 6d6 damage. At its best you can shoot every 3 rounds without iterative attacks. With a sized musket or two pistols you are doing the same or more damage.
It is something other if we are talking about a special situation. Lets say a fight on a warship or in a castle with cannons. In the middle of the fight the half giant breaks a cannon from its anchorage and aims at the PCs ... that is a memorable situation.
A pavilion holds 10 creatures and takes 90 minutes to assemble.
@UnseenmageI would use a pavilion as a guideline and multiple the values withe the maximum creatures of the circus.
100 creatures = 10 * 90 minutes = 10 * (price of a pavilion) GP
With magic you can speed up the setup time...
I have a question regarding riding and climbing:
In my group we have a summoner riding on his eidolon. The eidolon has a climb speed and can climb walls etc. very easily. What about the summoner who sits on the eidolon? Is he "climbing" or is he still riding? Can he fall from the eidolon (sure he can as long as they are not clued together) and what rules / skills cover this?
At the moment i use a houserule. The rider has to do a riding skill check with a DC similar to the climbing DC +5.
My house rule for skill checks:
- On a natural 1 roll a d20 again and substract the result from your skill bonus ( 1 - d20 + skill bonus = result of the skill check)
Works pretty good and makes simple skill checks (most DCs are really low and are an auto success at lvl 3+) more exciting.
During a fight your initiative only changes with the actions Delay and Ready (maybe there are exceptions like spells out there). you only roll once at the beginning of a fight and you use your actual DEX modifier.
What is the problem with this house rule? Why do you care about encounter levels etc.?
Play the game ..
Level up and get all the cool things/powers from your new level ..
Decisions .. everywhere
What informations do you need?
Combat - Feint wrote:
RangeFeint is for melee only (are there some exceptions?).You only benefit from Feint if you are in melee range. If you can feint, move and attack in one round i would rule that you need at least visual contact with your enemy. I have no rule for this detail but i think it is logical.
Improved Feint reduces the standard action to a move action.
Greater Feint extends the feint-"condition" from one attack to one round.
What about a fight between Air and Earth Elementals ? In a mountain on the island lives a elder earth elemental and on the top an elder air elemental. Both fight against each other for days/months/years/decades without a winner. The storm was a way of the air elemental to keep earth creatures away from the mountain. The earth creatures fled into the dwarven town .. Earthquakes are caused by the earth elemental with the same reason.
Maybe both elementals are kept as prisoners from a mad caster who wants to control earth and air. The caster is long dead but the prisoners are still there, bound to the material plane and life time enemies of each other. The binding magic is getting weaker over centuries and due to this fact the elementals can fight more intensely against each other.
Maybe the caster is still alive through some long live magic or he is a lich. He has forgotten the elementals and studies other things. The caster is the last of a long lost civilization .. The PCs can reveal the story, end the fight between the elementals (kill both, send them back to their home plane or win them as allies) and kill the the BBEG caster).
Cant find RAW for this special case but on my table i would rule it in the following way:
Magical flyer are knocked prone in the air and get the prone condition. Maybe they are turned up side down etc. and need a move action to find back their balance.
If I took Evolved Familiar to give my tiny-sized familiar reach, would that mean it could threaten adjacent squares? Maybe even provide the party rogue a flanking advantage?
Yes. Tiny creatures have a natural reach of 0ft. With a "reach" ability they get a reach of 5ft. You can also choose a small familiar like a goose.
The spell description is very clear
A maximized Shocking Grasp would do 30 damage (5*6) but you must be atleast lvl 7 because you need a 4th level spell slot ( Shocking Grasp is a lvl1 spell +3 = 4).
You dont need a rule for everything. We can give you some basic guidelines but RAW is not clear in case of special materials etc. Your GM should define a gold value for the "treasure" and not by weight.
In the books are treasure values based on the group level and the CR of the treasure related monsters. Are the adamantine nuggets a huge treasure? Ok fine .. it is super pure adamantine worth of 10.000gp per oz. Is it only a small treasure? Fine too .. it is contaminated adamantine worth of 1.000gp. The whole craftings system works with a gold value (you need ~4.400gp to craft a +1 weapon, there are no special material requirements) and in the same way a GM should use it for treasures.
So it is up to your GM ..
PRD Bluff wrote:
Feint: You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack.
PRD Combat Maneuver Feint wrote:
If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
The enemy is only flatfooted against you offhand attack because this is your next attack after TWFeint.
I have no RAW but i dont have a problem with this idea on my table. The PCs find a +2 scimitar but the rogue wants a short sword. The mage uses dispel magic and fabricate to transform the +2 scimitar to a +2 short sword.
Good idea as long as you use the restrictions from the fabricate spell (same material, 10cu ft. per level).
It depends on the casting time of the spell and when do you disarm/steal the material component.
Casting time 1 round or longer
Casting time Fullround action or shorter
By the way .. in some cases you use the Steal Combat Maneuver for an action like this because material components/focus are not held in the hand (holy symbols are weared like an amulet etc.)
Since movement while in Defensive Stance cancels it, you simply choose not to move during a round correct? Instead of that move action, can I substitute Shield Buffet against a legal target while remaining in Defensive Stance? Are there other useful move action replacements that I should look to pick up?
The Defensive Stance is canceled as soon as you move willingly 5ft. or more. A sucessfull Bullrush/Awesome Blow from an enemy dont cancel the DS. Shield Buffet is ok as long as you dont move.
Cao Phen wrote:
Of course we can look back towards the first post that I did. It state "Melee weapons affected by this spell deal more damage". The Breath Weapon is not technically a "Melee Weapon", so I would think that it can not apply the size bonus to its damage, unless someone can rule otherwise.
This is correct.Bombs are a SU and due to this fact they are not effected by Enlarge Person etc.. Compare Bombs with spells .. do Fireballs from a large creature more damage?
PRD Wish wrote:
By RAW monks have only proficiencies with ..
brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
For all other weapons they need the related proficiency feat. The fighter also needs a proficiency feat because most of the monk weapons are exotic weapons.
Should monks have more proficiencies? Maybe but this is not a rule question :)
PRD Swim wrote:
If you fail by 5 or more, you go underwater.
"Underwater" is a state that is not defined by RAW. This is the problem of the thread starter.
If you want to sink/dive use the houserule but multiply the result with 2 (2d6*2 feet for medium load) but only in one direction .. down :)
Why not get your 'riding beast' to throw for you?
It is not possible by RAW.
An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.
Your friend can turn araound and give commands like "throw now!". Then you use the normal blinded condition modifiers.
Aid Another only works in melee but if you are in melee use the Aid Another RAW for your friend.
PRD Charge wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat.
You can charge an opponent in the surprise round but you need QuickDraw or something else to draw a weapon as a free action. Throwing a weapon is also possible but you need QuickDraw too.
1 grapples 2
The rules for Multiple Creatures are not active because every creature has an other target.
Multiple creatures can attempt to grapple one target.
Now 4 wants to join the grapple. This is only possible with the Multiple Creatures rules because 1 to 3 are already target of a grapple.
What is happening when 4 makes a Bullrush, Reposition or Trip maneuver against 1 to 3? :)
Grapple rules are still confusing.
Take a look at other monster variants: PRD Variant Monster Index
The description always says "gains ability XY" or "replaces ability XY with YZ". This is the best RAW i can find.
1) Make a strengh check. PCs on the wall against some orcs on the ground who are holding the ladder in place. Maybe the orcs have some grapple hooks etc. to get a bonus for this check. The PCs have to cut the ropes first ..
2) Bull rush, Reposition, Overrun or Arcobatics (Move through an enemy's space) to enter the wall are good ideas. Some "siege orcs" maybe are trained for this special purpose and have the related "Improved..." Feats. Additionally you can use this :
If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll).
I think Tanglefoot Bags are a good way to immobilize some guys on the wall.
3) Yes but see 2)
If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.
You only get a penalty to your CMB if you are hit by the AoO. See 2) to avoid this.
5) By raw the orcs are climbing as long as they stay on the ladder.
Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.
A trip attack is another good idea.Success = orc falls down but the orcs dont get a penalty due to damage (by RAW but you are the GM).
Use some orcs with climb speed via spells, potions of spider climb or special ability (some rogue can do that)
A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).
I would use the Heavy Load penalties combined with the changes to the penalties during lifting an object. So the penalties are:Max Dex: No Dex on AC
Check Penalty: -6
Speed: 5 feet as a full-round action
Escaping a pit sounds ridiculous with a 5 feet step :)
Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit.
The rules are clear.Healing spell -> heal living creatures -> no attack roll -> no chance to critical hit
Inflict spell -> heal undead creatures -> no attack roll -> no chance to critical hit
Healing spell -> damage undead creatures -> attack roll -> possibility to critical hit
Inflict spell -> damage living creatures -> attack roll -> possibility to critical hit
The answer is no because you dont need an attack roll to hit your friend with a cure light wounds spell. With inflict wounds you can crit..
Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.
1) No read the RAW Combining Magic Effects2) Correct
3) No read the RAW Combining Magic Effects
4) Fast Healing works in the normal way, DR/- should also apply
5) No. Gaseous form gives you DR/magic and this DR is ignored because it is magic damage or damage from a spell (See DR RAW). Ethereal Jaunt etc. does not work because you are still connected with the material plane otherwise Shield Other would end.
PRD Combining Magic Effects wrote:
Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
I would always use this rule.
Prerequisite: Accept that the caster and the target are effected by the spell.
I have a problem with the 1st level spell Hide from Undead. We are playing an adventure with alot of undead enemies .. some are unintelligent and others are intelligent. The party uses a selfmade wand of Hide from Undead, moves through the dungeon and do everything they want until they meet a monster they want to fight or a intelligent enemy who resists the spell. They can talk, search the area, prepare for a fight etc. because nobody can hear, smell, see etc. them.
Now my questions:
A rule question reguarding intelligent enemies:
PRD Hide from Undead wrote:
If it fails, the subject can't see any of the warded creatures.
Intelligent enemies cant see warded creatures if they fail the save but they can hear, smell, blindsense etc. them ?
It is possible to hit or kill yourself but the GM has to decide under what conditions it is possible.
A suicide occurs only under special conditions .. the person is mad, depressive, under drugs etc.
Hitting yourself is easier but it should not be a common tactic for NPC or PC. Maybe with a fluffy background .. monks/clerics from a special religious group or something like that.
The big question is not "can i do it". It should be "why should i do it".
PRD Designing Encounters wrote: