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The player is correct, only the recipient of the spell gets a save. Creatures in the area of that spell (whether on another creature, an object, or a point in space) do not get a save.
Silence is a very effective spell for shutting down verbal spells but it takes a full round to cast it and the radius usually can be avoided by walking out of it and then casting your desired spell.
MAD 15pb: 14, 14, 14, 12, 10, 10, 8
We are talking about a +1 in one or two stats over 15 PB. This is not 2nd edition where you needed very high ability scores to qualify for certain MAD classes.
I think the problem here is that people are expecting that +4 or +5 is a minimum ability score modifier for a successful 1st level character when in fact the system is not based on that.
A Paladin with an array of 14(16 w/race)STR, 12DEX, 14CON, 10INT, 8WIS, and 14CHA is very functional.
Frankly, I doubt that there is a MAD character that wouldn't do just fine in any Pathfinder AP using that array.
Cole Deschain wrote:
If you bump only the hard encounters but not the easy ones then the PCs will have too many resources when they hit the hard encounters. You might as well switch to 1 encounter days since that has a similar effect.
Bolding mine.I think this is the main point here. Many of us are probably talking past each other because some are talking AP while others are not.
APs are written for 15 pointbuy. If you use more, then yes, you will need to alter it.
With that said, I think most of the spells you listed are not as bad for a prepared group regardless of PB.
You are flat out incorrect.Level 1 you can easily start with a Dex of 16 using 15point buy (14+2racial).
By level 6 your Dexterity would have been raised by +1 at level 4. This now qualifies you for Improved Two-Weapon Fighting.
By level 11 your Dexterity is now naturally an 18 (14+2race+2level). A +2 Belt of Incredible Dexterity will qualify you for Greater Two-Weapon Fighting. Alternately, you can increase your Dexterity to 19 at level 12 and get the feat at level 13.
In short, 15point buy is completely workable for a TWF build.
Pathfinder APs are based on 15point buy as the standard.
Teeeeeeeeechnically, if the giant you assume the form of has regeneration 10, you don't get it. But ANY GM that tries to enforce that is being a jerk, and should give you regen 5.
This is completely contrary to the rules.
CRB p211 wrote:
In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead.
IOW: If the form has Regen 10 and the spell limits you to Regen 5 you get Regen 5.
Aranna, there is no missing dimension. We have both dimensions for a cylinder.
Yes, you are in house rule territory because you are adding rules here.
Adjudication is about determining what rule is correct, house rules are about filling in missing pieces. In this case you are using both, not just adjudication.
You are adjudicating adding a house rule to fill in the missing pieces.
The problem is we do not know it is an empty bag. In fact, it very much behaves as if it were not an empty bag because it is quite heavy for an 'empty bag'.
My adjudication avoids adding house rules.
The domain power is already clearly defined. Some other domains have powers that are written in basically the same format. You just have to break it down a bit to understand the parts.
Here is the breakdown:
CRB p48 wrote:
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
"At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level."This sentence has four statements:
1) You get the ability at level 8
2) It is a swift action to activate the ability
3) You gain the use of one combat feat
4) You can use this ability for a number of rounds per day equal to your cleric level.
"These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability."
"You must meet the prerequisites to use this feat."
Here is an example of how this all works:
I have a level 10 cleric with the war domain. This gives me 10 rounds per day of Weapon Master.
Round 1 I activate Weapon Master using a swift action to give myself Lunge.
Rounds 2 and 3 I continue using it, I do not spend a swift action again because the ability is already activated and continues to operate.
Start of round 4 I shut it down.
I now have 7 rounds remaining.
Summary: A normal timed ability would be started and then would run until it is gone without further actions by the user.
Later it would require you to activate it again since it is no longer in use.
Basically, you start it up (swift), select a feat, and then use that feat until you shut the ability down or you run out of rounds per day.
If you shut it down you can then start it up again with the same or different feat (up to the rounds per day limit).
The point is, you can use it for 1 round, or multiple rounds with one swift action.
You shortened my statement. I said 'taken his word as meaning something'. I did not flat out state 'taken his word'. Please, keep my statements in context. :)
Simple, use the water rules because that is what Earth Glide says. The Earth Elemental gets Improved Cover.
As an alternate, house rule, you could use the incorporeal rules which would prevent full attacks (readied actions only) but reduce the cover bonus from +8 to +4.
Personally, I would use the incorporeal rules as they fit more closely.
But in either case, JJ also stated in another post that burrowing rules are really undersupported in Pathfinder. Because of this you really need to look at the RAI rather than the RAW.
Expect massive table variance.
Ok, lets look at the various elements here:
1) Is Burrow clearly defined? No
2) Is Earth Glide clearly defined? Also no, but it clearly does indicate that, for at least some purposes it functions as water. Which purposes is the disagreement.
3) Can a creature with burrow attack another creature underground?
Earth Glide is an extension of burrow but leaves behind no tunnel, so #3 clearly solves both.
4) Can a creature with burrow attack a creature on the surface? If the answer is no then how does the burrowing creature REACH the surface? You have Schrodinger's burrower.
Clearly, burrowing creatures can reach the surface, clearly they create holes to attack from.
Earth glide is, against, an extension of this but they ignore the lack of a hole.
Now, how that gets resolved is not in the rules, but you can look to the incorporeal rules to address it (which btw, wraithstrike suggested a couple years ago in another post on this topic).
In short, there is no RAW on this, you have to look at the RAI.
P.S. Cover is only cover if it is solid to the attack. If you are using something that passes through the material then there is no cover, but it is probably concealment.
Locating the incorporeal creature is going to be the problem. Tremorsense and Blindsense/Blindsight (usually) won't work here.
Tremorsense: The incorporeal creature does not make contact with the ground it occupies so tremorsense will not work.
Blindsense/Blindsight usually rely upon senses such as hearing, which also won't work since incorporeal creatures are silent. Visual based Blindsense/Blindsight will not work either because it is underground.
wraithstrike, I don't believe you are correct here.
CRB p122 Earth Glide wrote:
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water.
To the user of Earth Glide the earth is the same as water is to a fish. Fish can attack other fish in water, so the user of Earth Glide can do so as well.
Sissyl, incorporeal creatures are no longer ethereal, that was one of the changes Pathfinder made from D&D3.5.
RevusHarkings, you are misreading Inspire Courage.
It states: "attack and weapon damage rolls". To mean what you are saying it would have to say something like: 'weapon attack and damage rolls' or 'attack and damage rolls with weapons'. 'Weapon' is with damage, it is not with attack.
Summary: Inspire Courage applies to all attack rolls, including Combat Maneuvers.
markofbane, as wraithstrike and Squiggit said, that rule is not applicable to learning a new language due to an intelligence or skill point increase and if that is what Tyrant Lizard King is basing it on then he is using a house rule.
In fact, if have zero ranks in Linguistics, put 4 ranks in, you immediately learn 4 languages...as per the rules. Does it make roleplay sense? No, but this is the rules forum, not the what makes sense for roleplay forum.
Mythic Perfect Strike is worse than Mythic Gr. Vital Strike.
normal: 1d6+29 (extra +21 on critical hit due to Mythic Power Attack)
On a critical, 6d6+300 is significantly less than Mythic Gr. Vital Strike's 8d6+367.
As for Mythic Power Attack's damage being doubled, I did that when I wrote "+21 more to BASE damage on a critical due to Mythic Power Attack".
Ok, if your normal damage is 1d6+29 (including Mythic Power Attack's +21) then we have the following:
Normal attack w/Power Attack: 1d6+29 (+21 more to BASE damage on a critical due to Mythic Power Attack for a total of 1d6+29+21 BEFORE calculating the x5 from the critical)
Put another way: you are at x4 (Vital Strike) and x5 (Critical) for a total of x8 +5*Devastating Strike
The reason for it being x8 and not x9 is this: Both the x4 and the x5 share the original 'base damage'. Base+3 + Base+4 = Base+7 = Base*8
The key phrase is "same casting". Your example has you casting fireballs multiple times. Those are not the "same casting".
Even if I send it away to attack something else and then bring it back to attack the enemy.
Now, if I cast a SECOND Spiritual Hammer spell that is new casting and thus I roll a new SR check.
Summary: You roll SR for each fireball.
The same as if it was not shrunk down to medium size. The rules only account for the size of the creature to determine reach. There is no rule that states weapon size is relevant to reach.
If you take a Tiny 2handed weapon with the reach property and stick it in the hands of a medium character (counts as a light weapon) it would still have the reach property and still allow the medium character to threaten 10'.
Does this make "logical sense"? No, but this is the rules forum where rules do not have to make sense. :)
I am new to pathfinder and a GM and player> they party of player is a dm'ing are rule mongers. They always have detect magic going do end y thing magic (I,e, traps or item are pointless. I need a to know if there is a fix for this ? They have it running at all times. This has made magic raps pointless. help please
Texas_ogre, basically, traps have been progressively marginalized with each new version since 3.0 came out.
Back in the "good old days" you could have a dungeon full of traps and only a rogue could do anything about it. This had a number of problems.
I agree that traps need to become more relevant, but they should not be an encounter unto themselves (usually). That is bad trap design. The best traps are the ones that have a battle involved.
Orfamay Quest wrote:
And this is why I ad-hoc CRs from traps. The existing CRs are almost always too high.
Just a note, staggered creatures CAN coup de grace, but it takes two rounds to perform.
CRB p186 wrote:
Here is how I handle it: every step in resolving something is a point you can use an immediate (or readied) action but some immediate actions are only useful in certain steps.
Example (note: I might be missing a step, this is just a quick example):
Now, you could disrupt the spell in steps one and two but by step three it is too late.
With all that said, there are no rules covering when immediate actions can occur. It is all a judgement call. Some immediate actions are useful at certain points while others are not. Thus it is more common sense rulings than anything else.
This is right up there with everyone playing chaotic neutral (evil) characters and the calling it 'roleplay' when they act like jerks.
There is a basic premise at the gaming table. For whatever reason a party is going to be assembled comprising of the player's PCs.
If a PLAYER is unable to make a character concept that will fit into that then he should be playing a solo adventure (ie, not with a gaming group).
It sounds like you have a whole group of players that do not understand that the game is co-operative. The GM and the group as a whole needs to resolve this.
Aelryinth, a bag of holding in a bag of holding does not cause an explosion. It causes one to be non-functional.
Only when you mix a Bag of Holding with a Portable Hole are there dangerous consequences.
CRB p501 wrote:
Reasons why most penalties for death are bad:
1) The "loss of level" penalty
2) The "loss of wealth" penalty
3) The "sit out and wait" a few sessions penalty
3.X lessened many of the penalties for horrible things that happened to PCs and Pathfinder has (rightly) continued that trend by removing or further lessening many of the penalties that still existed.
Ice Armor is a niche spell that is best used around level 5-8 if you regularly stay in a wild shape combat form rather than change back and forth.
4) An armor type for every form:
Additionally, at level 6 you will need Dragonhide Breastplate non-humanoid armor that costs 2800gp.
Finally, at levels 5-8 it is non-trivial to afford armor with the Wild property (a minimum price tag of 16,000gp +armor costs).
Summary: for a few levels, it definitely has some advantages if you can deal with the minor disadvantages.
The Devs have previously stated that they have made crafting as easy as possible. They did not make the rules 'vague' because they expected GMs to make something they intended to be simple not simple. They made the rules 'simple' and you are interpreting it as 'vague'.
Put another way: Any magic item in the book can be crafted by any character in the game provided you have the requisite feats and the gold to do so. This is by design. So why would the Devs then have a hidden rule that states 'oh, but you must learn how to do it first'?
Heck, if a wizard wants a spell all he has to do is pay for it from another wizard. Do many GMs houserule this out of the game by making it 'wizards dont share'? Yes, but that doesn't mean that is not how the game is written.
Rhedyn, is it not a rulebook? Ultimate Campaign is hardcover, not a 'splatbook' with a number of clarifications to the rules on topics like who controls Animal Companions.
People have been asking for those clarifications for a long time.
In any case, you countered Dustyboy's comment as if your comment were the rules or the only interpretation.
The rule as it stands is that they are GM controlled BUT the GM can opt to hand off control to the player to simplify the GM's handling of the game.
As for GMs being control freaks if they run the AC, I think that is a very narrow characterization. Sometimes the GM needs to take control of the AC because the player is having the AC do things that are out of character for an int 2 animal.
By it being a rule that it is GM controlled but can be handed off it means the player cannot just have the AC do whatever he wants it to.
RDM42, you appear to have missed the forest when you saw the trees.
Let me see if I can put it into context for you.
What is "realistic" in the context of a fantasy game is 100% subjective and defined by the author(s) and the people participating (GM and/or players).
The OP made absolute statements that X was not realistic. That is only a true statement FOR THE OP and not necessarily true for anyone else.
My reference to dragons was an EXAMPLE of things that exist in fantasy and that if they have heard of dragons they have probably heard of people who control animals.
My initial response stated that it was the GM who determines what is or is not acceptable to townsfolk.
Try to read my statements in context. :)
Hmmm, did I state that they did? *checks his post* Nope! Didn't even imply it.
What I said is that reality has no bearing on this discussion.
I also said that townsfolk have probably heard of people that can tell animals to do or not do stuff.
Please try to take what I write as writ rather than add things I did not write.
If anything, I basically stated it was GM fiat whether or not townsfolk accept ANYTHING.
Again, that has nothing to do with "reality". It is a fantasy world, not a reality world. The GM will do whatever he wants with his NPCs. If he wants them to accept it, they will. If he doesn't they won't. Reality has no bearing on the matter any more than it does in any fantasy adventure novel.
I bolded your problem. "Realism" and "Fantasy" do not belong in the same concept. This is a fantasy game. Fantastic things that would never happen in reality occur. Magic is a thing. Dragons are a thing. Animal Companions that obediently obey their "master" are a thing.
If the townsfolk have heard of dragons they have probably heard of people with animals that can tell animals to do (or not do) something.
Does this mean they will be allowed in the tavern? No, but then again halflings, orcs, or dwarves may not be allowed in the tavern. I am sure NPC people (ie, the GM) can come up with reasons to disallow anything.
Bane is a special property.
Determine the enhancement bonus (greater between bow and arrow applies).
Ergo: a +1 Undead Bane arrow from a +4 bow = a +4 Undead Bane arrow = +6 arrow vs Undead.
I really do not understand why people keep trying to resolve the special property before determining the enhancement bonus.
There are two possible ways you can use a 15' cone both of which are shown on CRB p215. From these two two ways you get 8 directions.
1) There is nothing in the Bestiary that states immunity to an energy type is a quality.
2) There is nothing in the Polymorph description that states lost physical abilities are qualities.
So all you are left with is any Special Qualities or abilities that define themselves as qualities. None of which are Immunity to Fire.
Summary: An Efreeti using Shape Change loses Immunity to Fire because it is not a physical quality but it is a physical ability and physical abilities are lost as per the Polymorph school.
Edit: an example of a physical quality that would be kept: Damage Reduction. This is because Damage Reduction (Bestiary p299) calls itself a quality.
Funny bit: (energy) Resistance (Bestiary p303) calls itself a quality while (energy) Immunity (Bestiary p301) does not.
So, I have been running RA for a year+ now...my group is level 10.
There have been 3 TPKs (the spell confusion has been particularly deadly) and a number of other deaths.
Some thoughts I've had:
1) This is a very treasure rich environment.
2) Decide in advance how you want to deal with death or TPKs.
3) Initially the entire dungeon was exciting, but as they got into some of the deeper levels it seems that there are more and more of 'you run into things you handle without flinching' mixed with 'start running for your life'.
4) Finally, read the levels before using them, there are moments of head scratching. The maps do not always conform to the text.
With all that said, overall, I have enjoyed RA and look forward to running it to the end.
CRB p179 wrote:
Touch Attacks: Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.
Touch attacks are your AC without armor bonus, shield bonus, or natural armor bonus. You apply all other modifiers normally. The Barbarian Rage's -2 AC penalty is another modifier.
CRB p178 wrote:
Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which means that they cannot be caught flat-footed. Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat. A flat-footed character can’t make attacks of opportunity, unless he has the Combat Reflexes feat.
Flat-footed is your AC without your dexterity bonus. Thus the Barbarian Rage's -2 AC penalty still applies (assuming you are raging while flat-footed which is an uncommon situation).
CRB p199 wrote:
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
Penalties to AC apply to CMD.
So, the CRB 5-foot step rule states that you cannot 5' step when in difficult terrain or in darkness.
This is a rule duplicated from the 3.5 PHB. However, 3.5 then went farther (in the Rules Compendium) and stated that you cannot 5' step when your movement is hampered.
FAQ question: Can you 5' step when you have hampered movement (such as poor visibility or over an obstacle) or when your movement is slowed (such as Grease)?