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This is from the PFSRD:
Not sure if it was erratad since the version you quote?
From the Magic chapter:
It is saying that spell-like abilities function like spells in all ways except those listed, and calls out Su abilities as being different for not provoking. So a SLA provokes if the equivalent spell would provoke.
Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a concentration check (DC 10 + points of damage taken + the spell's level) or lose the spell. Spells that require only a free action to cast don't provoke attacks of opportunity.
Casting a spell with a casting time of 1 swift action doesn't provoke attacks of opportunity.
It calls out all spells that aren't free or swift actions as provoking AoO. It makes no special exception for move actions.
There is no special rule saying move actions don't provoke. Many do, such as standing from prone.
Conclusion: Dimensional Hop provokes. The rule that the movement doesn't provoke AoOs means that it at least doesn't provoke more than once (in the way that casting a ranged-touch spell while adjacent to an enemy does) and you can use Casting Defensively to avoid AoO entirely.
I guess so; my main concern would be four Drow attacking, as the poison stacking would make it somewhat more of a problem.
Are you running poison right? Poison only 'stacks' if you fail the saving throw. Which in this case means that you're out of the combat anyway, so you're unlikely to get attacked a second time unless it's to finish you off.
A high level two-weapon fighting character rolls so many attacks that they're bound to get a 1 every three rounds or so. Which means that one of the world's greatest fighters can't go 20 seconds without making an idiot of himself under these rules.
There are less ridiculous versions of combat fumbles; use the Critical Fumble Deck rather than GM whim, get to make a 'fumble confirmation' roll after the natural 1 where if you make the roll high enough to hit AC on the second roll no fumble happens...
If your GM is insistent on keeping fumbles, you could ask him to tone them down like that.
There's a rule "A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall."
If magical flight has a speed of 60 feet, then descending has a speed of 120 feet. Most people think you can use the Run action while flying, which allows you to move at four times that speed (480 feet per round) if you're not overloaded, and presumably not taking damage if there's a solid object at the far end. So you don't get much speed benefit by choosing to fall rather than fly down.
Can a character subject to Haste decide to walk slowly for a moment?
Can a caster who has cast Dominate Monster order the victim to do whatever it wants for a moment?
Having the ability to fly doesn't mean you are forced to fly. A helicopter can fly, but if the pilot wanted to plummet out of the sky, that wouldn't be difficult to do. (Difficult to survive, but not difficult to do.)
I suppose the issue here is that different people imagine magical flight in different ways. Do you lose all your weight? Are you propelled upwards by magical winds under your control?
Spoiler:, there's a CL 12 scroll of Remove Disease which is presumably intended to give you a chance to a chance to get rid of lycanthropy (should you happen to meet a werewolf in that AP). But going by RAW, a CL 12 scroll wouldn't help if it still has to be cast by a level 12 Cleric.
Would a CL 5 Remove Disease scroll work if cast by a level 12 Cleric? Or does it not count as being cast by the Cleric at all if it's from as scroll, meaning that scrolls can never cure lycanthropy? (In the same way that a Healing Domain cleric won't get his empowered-healing bonus if he uses a scroll or wand.)
This is a problem with all good monsters / villains. When they become famous, they become familiar. There aren't many horror sequels that are as scary as the original, because the fear-of-the-unknown factor is gone. Successful horror sequels often mutate into action (Aliens, T2) or comedy (Evil Dead 2) to cope with this.
I think the difference between someone who casually breaks the rules (and enjoys doing it), and someone who occasionally breaks the rules (and feels a bit bad about it) is significant enough.
Even a LG Paladin will probably sometimes follows laws and norms, but sometimes not. In their case they might only break the rules in drastic situations after much soul-searching.
What is the standard option he is disallowing?
He is contemplating retrospectively disallowing a roc companion. (Whether that is 'standard' or not is probably debatable.)
I thought the entire problem was that he thought the stats where bad.I hope he is comparing those stats to other flying animal companions.
He thinks the roc is a bit powerful compared to other animal companions.
In Carrion Crown, there's a haunted former prison that used to incarcerate serial killers - suggesting even mass murderers don't necessarily get the death penalty.
Personally, I let players control their own animal companions, and generally skip the hassle of a handle animal checks, but apparently that's the game as designed. Animals don't even know that flanking is useful unless you teach them it as a special trick.
Some players don't mind. It depends on whether you think of your companion as a friendly NPC or part of your character.
A roc might be a problem if played cleverly. For example, getting an ally to cast Mage Armor on it will make it very hard to hit.
On the other hand, as GM you're free to say it doesn't do exactly what the player wants in battle; by RAW they're just supposed to give it commands like 'attack' that it interprets on its own with its limited intelligence.
Some more things you could do to prepare for the unexpected if you have the time:
It can be useful to prepare a few 'minor NPC' personalities you can bring out if they players decide to have a conversation with someone who is not detailed in the campaign. Have a 'retired dwarvish pirate captain now working behind the bar' voice ready, and a 'deaf old woman' character, and an 'alcoholic priest', and a 'dim guard', and an 'annoying child'... Come up with some names in advance.
If you're willing to let the party go outside the adventure, prep a few miscellaneous mini-environments to have adventures in. (You can populate them with 'low-level guard' and similar and then select appropriate-CR statblocks when you have to use them. There are lots of useful statblocks online - google Pathfinder NPCs by CR, for example.)
Alternatively, you can do zero preparation. This can be a good way to get your mind into a creative flow state where you immediately improvise whatever you need. If it works, it feels great. If it doesn't... well, it's only a game.
Shall we continue this debate forever? I enjoyed it so much.
Why the heck would you have to do any of those things?
The character is jumping from edge of the gap to the other.
You measure the length of the obstacle (ignoring the grid, because grids don't exist in real life).
That is the distance travelled during the jump.
This is the DC.
This is all there is to it.
Which of these steps do you find at all confusing?
The basic options for derailing behavior are:
(1) Shut it down. For example, if one player ignores the rest of the group and decides to fireball the queen instead of listening to the quest description, you should probably just say, "Don't be silly. That's not the game we're playing today." And say it quickly, before it ruins the campaign.
(2) Recycle and repurpose existing material to make it fit what's happening. If the players unexpectedly join the bandits to attack the army camp, instead of the other way round, you could use the bandit camp map you have as an army camp map. The evil tyrant the party took a bribe from instead of fighting? A later 'random' encounter in a cave could be a battle with a different looking villain who (unknown to the players) has the same stats, guards and traps.
(3) Roll with it. Improvise new stuff to deal with whatever the party decides to do. Keep some random charts on you to provide appropriate content.
Omega Red wrote:
Fighters are good at dealing damage (when the enemy isn't invisible or whatever), but (according to many experienced players) not so good that it makes up for them being bad at everything else.
Fighters fulfill their intended flavor pretty well:
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Slightly more than mere thugs, these 'skilled' warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies (though not as well as a bard could). Their skill with weapons and armor is matched only by their lack of any other skills, and their mighty fortitude is matched only by their slow reflexes and weak will. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them, except for wizards and such who don't find them much of a problem.
] [The Fighter is wrote:
actually terrible at being a generic fill in the blanks class. Pick virtually any character concept, even one as basic and generic as "farmboy picked up a sword" or "a soldier from an army" and the other classes will fill it better (thanks to skills and stuff).
So what classes would you use for those concepts?(There are good answers, but assuming you don't want ranger spellcasting or rage, a novice player would have to search quite hard to find them.)
I love splitting the party. Why can't you split the party?
Disadvantages of splitting the party:
1) Normal game encounters become incredibly lethal when half the party isn't there.
2) The players who aren't present for whatever action the GM is running stop being players - they're just spectators. A lot of players don't have the patience for this.
I feel like the "GM's should forbid anything that feels like excessive free actions" rule was added specifically to deal with things like issue 4 above. You don't need to ban rage-then-full-attack over it. (And any rule that states you have to go into rage between your first attack and your second attack means needless extra bookkeeping.)
Paul Jackson wrote:
Heck, I'd go further than that. If you've brought such a character it is at least partially your responsibility to place yourself in such a way as to NOT interfere in channels.
Hm. Suppose I channel negative energy, and you've brought a character who is harmed by negative energy. Do you have a responsibility to not stand anywhere I might hurt you?
GM: It's basically a snake with a head at each end. Make a Knowledge: Arcana check.Player: 15.
GM: It's an Ambhisbaena. What one bit of information do you most want to know about it?
Player: ...how does it go to the toilet?
0o0o0 O 0o0o0 wrote:
It does seem punitive to PCs whose whole set of abilities revolve around them getting good DCs up.
I think that's kind of the point. Effective use of high DC SoS spells makes encounters boring.
0o0o0 O 0o0o0 wrote:
With these bosses, what is the point in ever using SoD effects as they'll never fail anyway.
So don't use those effects on bosses. Use them on the minions.
0o0o0 O 0o0o0 wrote:
For that matter, do these bosses get massive +8 AC bonuses against the Fighter or Barbarian?
An effective boss is likely to have high AC or good hit points or similar to stop a martial character defeating them in a single round.
Orfamay Quest wrote:
emember that if you know the scout has been made, the ambush of the main party has already failed, so you actually "won" by using the scout. I'm sure that will make him feel better when he regains consciousness after the fight.
Shouldn't that be "will make him feel better if he regains consciousness after the fight"?
Drahliana Moonrunner wrote:
How do you worship a diety if you don't accept the faith it promulugates? That would be like saying you worship Sarenrae but don't believe that anyone can be redeemed.
Sounds like an interesting character concept - someone who's lost his/her faith in the teachings of their deity, but is still empowered by that deity, for reasons they don't understand.
"I have lost my faith in the redemption of mankind, but Sarenrae still aids me; perhaps she believe that I am still redeemable."
Regarding (a): that's the trap though, the fighter is one of the least simple builds there is. Even if you don't want to bother all the ways to make them more versatile and just make a pure beatstick, you need quite a bit of system mastery or you'll made a subpar beatstick.
If there's an experienced player around, they can give the newbie the basic knowledge they need to make an adequate fighter in thirty seconds flat. (High Strength, dump Int and Cha, don't dump Wisdom or Constitution, use a two-handed weapon, take Power Attack.) They won't be as effective as a Magus created by a powergamer, but they'll do fine by normal standards.
A statement like "I would never hurt an innocent even if I thought it was the only way to save a much greater number of lives" is the sort of thing a Lawful Good (or maybe Lawful Neutral) person would think.
People who don't follow that philosophy are not confined to a single alignment. Someone who casually opts for "torture their children if we need the information, because it seems quicker and easier than the alternatives" is probably evil, but there are grey areas inbetween.