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Sunlord Thalachos

Quintain's page

Goblin Squad Member. Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber. 819 posts. No reviews. No lists. No wishlists.


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Ok, looking for some rules/advice here. Our party is currently holding the lower temple of orcus and expect to actually finish out the 24 hour camp needed to hallow the temple.

We found out through our scouting that the Priests of Orcus are using level 10 as a staging area to move enemies up to level 9 and potentially gather forces to attack.

Once our camp of the lower temple is over, we'd like to move and clear level 10.

Does anyone know what would happen if brown mold encountered the lava on level 10? Would the instantaneous growth be enough to harden the lava on the surface into a crust, and eliminating the extreme temperatures on the level?

Any ideas on the impact of brown mold vs. lava/environmental heat?


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kevin_video wrote:

I don't think most of us could give him anymore money. I bought Way of the Wicked when it first came out, at regular price. Then this KS. He doesn't have anything left for me to buy.

Paizo's newsletter says WotW Book 1 is at #6 of the Top 10. That's higher than last week. So it's entirely possible the coupon is meant for the new people getting into his finished work.

More likely that DriveThruRPG has a setting where you can set automated sales periods for holidays and such and given all of us have bought or store our stuff on DTRPG, we are on the automated distro.


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Sorry for the thread necro, but an interesting consequence of "you can be your own enemy", would mean that you could threaten yourself.

And all the feats that state "as long as you are the only one threatening" as a condition would be wholly negated by anyone that is able to consider themselves their own enemy/opponent, and have a weapon in hand, and thus threaten them.


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deuxhero wrote:
You don't have to be an enemy to be threatened by someone and there's no rule that excludes allies or yourself from being threatened by you.

Actually, the attack of opportunity rules state specifically that only enemies provoke them when performing an act that provokes.

As you are always your own ally, you never provoke an attack of opportunity from yourself.

That's like saying that Viscious stomp allows you to kick yourself if you get tripped.

There is no RAW support for threatening yourself that I know of.

Please site a postive rule that states that you can threaten yourself, not a negative (as in there is no rule that excludes) rule intepretation, please.

See further discussion Here


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deuxhero wrote:

Press to the Wall as written is strictly useless without disarm when not fighting reach weapon users. Being the only one threatening your opponent is impossible when you aren't ignoring rules (which you can't in PFS) because an opponent almost always has himself in his own threatened area. It doesn't need a further nerf.

Besides, if you really want Sneak Attack at level 10, just use Greater Invisibility.

Can you provide a rules citation that says you always threaten yourself?

I'm aware of you are always your own ally, but not the inverse.


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Komoda wrote:
pauljathome wrote:
Mergy wrote:
bbangerter wrote:
N N 959 wrote:


In real life, an invisible person gets shot with arrows,
<Blinks>. Come again?
In my personal experience shooting arrows at invisible people, the police tend to get called quite quickly.
Nope. I've shot arrows at invisible people and the cops never got called.

Until today.

You need better neighbors.


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Squiggit wrote:

@Kazaan: That's all well and good, but it's largely a difference without distinction. The only meaningful difference between using magical energy to create flame or using magical energy to summon flame from the plane of fire is how you describe it. Likewise the only difference between 2e's necromancy healing and 3e's conjuration healing is how you describe it.

And if you stretch it far enough you can describe a pretty significant number of spells and effects from a conjurer's perspective. Which is why I'm not sure it's great design space to explore.

Drejk wrote:
And there is unclear overlap between them, especially Conjuration and Evocation, but also Necromancy and Transmutation.
Necromancy and Enchantment too. Most fear based mind-effecting abilities end up being given to the former despite being completely in line with the latter's sphere.

Actually, the difference is how the spell interacts with other magic affecting effects like anti-magic shell and spell resistance (magic resistance in the older system was bypassed by conjuration effets).


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Easy answer here is any effect that requires line of sight but does not require line of effect to apply.

There will likely be a lot of exceptions though.


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I don't see how feather fall works in this scenario.

Despite Pathfinder's lack of tracking the time it takes to fall, there is still the assumption of physics involved with falling. This means that there is sufficient time between starting the fall and the end of the fall where the damage is applied.

To be analogous, you would want to cast feather fall after you hit the ground in order to interrupt the application of damage.

That doesn't exactly work.


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Skylancer4 wrote:
MeanMutton wrote:
MeanMutton wrote:
Snowlilly wrote:
The person with no aura would, however, stick out like a sore thumb.
...or just be a level 4 or lower character who isn't an outsider or divine caster. The vast majority of people you run into in Golarion will not have any sort of an aura.
Oops - I was thinking about alignment auras. Still, most people in Golarion aren't running around with a ton of magic items.
If you compare how much any magic item costs vs the general population (NPC labor costs) the vast majority of people in Golarion aren't running around with any magic items.

Yeah, but the level of quality of the item and having/not having an aura is an indicator in of itself.

No aura on that mithril chain shirt? I call shennanigans. :P


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James Risner wrote:
Quintain wrote:
.What are you trying to accomplish with a change in AC post-hit?
A miss. That is the whole debate here. With no timing restrictions, one should be able to turn a hit into a miss.

I can't say I agree.

I would say that you could use the immediate action in response to someone swinging at you, but once that result is revealed, the consequence of that result should follow, unless the power indicates the ability to interrupt.

I'll click on your FAQ, but I stand in disagreement with making all immediate actions perform interrupts.


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James,

I don't think your question as posed will work.

AC doesn't change an attack that has already hit into a miss (after hit but before damage per your question). You have to increase your ac prior to the attack for that to work.

What are you trying to accomplish with a change in AC post-hit?


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Quote:


No you are trying to force a strict turn based system onto an abstract simultaneous one. lol

All the uses of the word "turn" in the combat system notwithstanding.

Quote:


Except you just said it doesn't matter because you can renter stealth at the end of your turn on move. Which changes invisibility guys stealth check to locate to DC 20+stealth+roll.

It does matter, because immediate and readied actions can trigger off the attacks made by the invisible creature that is attacking. It is these responses that use the reduced, non-stealth-skill-modified perception DC of the invisible creature.

If someone is already invisible, "being able to use stealth" means the ability to roll a die and use their stealth skill to modify that die result, and then add the modifiers invisibility provides.

You don't *have* to use stealth while invisible. As a matter of fact, that is exactly what not being able to use stealth while attacking means. If you run while invisible, you still get the invisibility modifier, but can't roll a stealth check.

Invisibility is not dependent upon the stealth skill check.

If you don't use the stealth skill while invisible, all the invisibility modifiers still apply to the perception DC needed to be able to see you. Using stealth while invisible just helps, a lot.


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Galtrug wrote:
Mind Blank protects characters from all divination spells which gather information about the subject, Arcane Sight on the other hand reveals the magic auras of spells and magic items, so my question is this, could Arcane Sight detect ongoing spells and/or magic items on a creature protected by Mind Blank under the stipulation that its gathering information about the spells or items, not the character themselves?

All attended objects are considered to be "you" insofar as spell effects are concerned.


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Quote:


PS I am saying combat is abstract, and not linear, you are the one saying it is like an very linear... just like an MMO.

No. You are trying to force simultaneity into a turn based system.

In combat insofar as the table is concerned is a description, not a definition of a state. It means they are making noise.

You do not break stealth unless you are attacking. Which means that others can automatically observe you.

In combat for the invisibility table is the perception dc modifier should the invisible creature attack and still be able to remain invisible. This normally only applies when someone is using greater invisibility, or is naturally invisible and attacking.

Once they are done attacking, they are no longer "in combat" per the invisibility table.

Invisibility and stealth are not perfectly synonymous. Stealth by itself, even if you are hidden is not invisibility -- you are simply hiding. See invisible doesn't help against someone that is hiding.

You cannot use stealth while attacking, which means that if you are invisible and attacking (using natural/greater invisibility), you cannot roll a stealth check to remain hidden. They are contradictory.

However, once your attacks are resolved, and if you have not moved your 5' step, you are able to use that movement to make a stealth skill roll and gain that skill modifier to the Opposed DC vs anyone's perception check.

All of this happens on the stealth-creature's turn. At no point in time does this extend past that creature's turn. If you want to have people respond to attackers that are hidden or invisible, have them use immediate and readied actions. That's what they are for.

Addendum:

A natural/greater invisible creature attacking, would have a +0 to their "stealth DC", but would not be able to roll a die to actively use stealth while making their attacks. This gives opponents an opportunity to react via immediate/readied actions. -- Note, this is applying the -20 modifier on the table to the +20 modifier that invisibility normally gives, which then you add the skill modifier of the creature to set the DC. -- No stealth roll is allowed.

After the attacks are resolved, the creature gets a 5' step, loses the -20 modifier for "attacking/in combat" and gains the ability to use his stealth skill by rolling a die to set the DC for any actions after his turn is done, until the next round. Note -- this is the modifier for using stealth skill on the invisibility table. You also use the +1 / 10' distance modifiers as well as all the other situational modifiers if they apply.


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MeanMutton wrote:

If you could show me a rule that suggests that "your attack ends after you roll the dice and do damage", I'd appreciate it because the rules for full round actions clearly state that they last for the entirety of a round: "When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round."

I don't see any rules to support the idea that you're not attacking for the full duration of your full attack action.

From the prd:

Each round's activity begins with the character with the highest initiative result and then proceeds in order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)

An attack roll represents your attempt to strike your opponent on your turn in a round.

Attempting to strike your opponent is attacking. When you are not rolling your dice to attack your opponent, you are not attacking.


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James Risner wrote:

FAQ:

When exactly can I activate Arcane Shield?

Arcane Shield wrote:
Benefit: As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.

Can it be after hit but before damage?

** spoiler omitted **

Since the spell doesn't say that you interrupt anything, you can do it at any time, but you cannot do it to affect an attack upon you unless you take the immediate action prior to the attack.


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Quote:


Question is when is he out of combat.

There is no "out of combat" or "in combat" for stealth. These are terms from MMOs.

There is attacking and not attacking.

They are not the same thing.

While you are attacking (aka resolving your attack), you break stealth, revealing yourself to everyone. Once the attack is resolved, you are no longer attacking. At this point, you can take whatever movement is available to you and use that movement to hide via stealth provided you satisfy the conditions for being hidden.


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Unfortunately, a net does not stop them from jumping bodies.


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There is nothing specific in the vitalist class that directly allows for the detection of an undead pc (who I assume is part of the Vitalist's collective) under the control of someone else.

However, control undead is a compulsion effect. As a result, a simple sense motive check can reveal that all is not right with the undead PC.


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The Sword wrote:

Just bear in mind the designers have said they would like to re-examine stealth in one of the blog posts. I forget when.

My feeling has already been made clear in other posts. You can't attack and then use stealth once you have attacked. As the post above makes clear, you can't use stealth while attacking. As you obviously can't use stealth alongside a standard attack or full attack action (because they aren't move actions) I chose to believe the designers didn't intend the phrase to be redundant and it actually means something.

There is an exception clearly described as sniping, which can be done if you are more than 10ft away and already hidden, by using a move action with a significant penalty. I so nothing to indicate that this should also be made redundant by letting people attack and stealth normally.

I really don't see that we need to complicate things with debates about five foot steps or the length actions take. It really seems quite simple.

Peace out.

Stealth requires movement, not a move action.

Stealth requires movement, not a move action.
Stealth requires movement, not a move action.
Stealth requires movement, not a move action.
Stealth requires movement, not a move action.

The sole exception to this is sniping which is a ranged attack wherein the attacker does not move, but is still allowed to remain hidden while attacking.

You are not hidden while attacking in any way shape or form. What is not happening is that you are not "attacking" for your entire turn when making a full attack action. There is nothing in the rules that supports this interpretation.

I can 5' step away from my target and not be able to attack him, ergo, it is impossible for me to be attacking him.

There is no support in the rules for a state of "attacking" for your entire turn.


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Matt2VK wrote:

"It is impossible to Stealth while attacking, running, or charging."

Is a very important sentence. The issue is, when does the attacking action end?

Does it end after you take a Standard action to attack or are you considered attacking for the whole round?

That question is not defined and opened to interpretation.

I don't know the answer and I can read it either way. At moment, I'm leaning to, if you attack, you're considered as attacking for the whole round. This is more due to the Sniping Rule and other abilities that allow stealthing while attacking as specific rules that trump normal stealth rules.

Your attack ends after you roll the dice and do damage. There is no "in combat state" for pathfinder that prevents stealth.

You can take a 5' step after taking all your attacks in a full attack, and since stealth is a part of movement, you can stealth using that 5' step.


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Ok, so our party is having to hold a large room (2nd Temple of Orcus in Rappan Athuk), and we've sealed off the doors and put a forbiddance down to deal with the teleporting effect.

The GM has ingeniously found a way in via possession and earth gliding elementals (shadow demon possession).

We have some low level paladins that wanted to join the fight and we allowed them to be present during the consecration and hallowing of the temple, but they are proving to be a vehicle by which the enemy is wreaking havoc (relatively speaking).

So, firstly, how does one deal with possessed creatures. Can the possessing creature be damaged in any way without hurting the host?

What are the entrapment spells, etc.

Looking for suggestions. They are attacking us with waves of weaker creature trying to disrupt the spellcasting of hallow to burn our consumable abilities before hitting us big at the end.

I'd prefer the ability to hedge them out of the room vs. having to deal with them when they enter if at all possible.


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Alchemist -- Goblin poisoner type.


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The Sword wrote:
TriOmegaZero wrote:
Matt2VK wrote:
For those saying you can Stealth after the 5' Step, you're pretty much tossing out the rule on sniping out. As sniping is a LOT more limiting.
Not really. The only time this comes up is in Greater Invisibility. The rest of the time, the melee guy doesn't have cover or concealment to make the check with.

Except when you are in fog or mist, either natural or through the range of spells starting at level one; dim lighting surroundings, either natural or through the range of spells starting at level 2; under the effect of the blur spell (level 2); having dropped a smoke stick; in undergrowth; even partly behind a tree, or pillar or statue or drape or tapestry.

All these grant concealment and more when there is a 5ft gap.

Suggesting that this situation never comes up is tosh.

Using trip when attacking someone using this tactic puts them on the floor and prevents them from using 5' step after full attacking.

At most, they can make a single standard action attack, and then 5' step away (rawling). And you can 5' step after them with feats like step up, etc.

There are plenty of counters.


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The Sword wrote:

I think part of the bigger picture is that attacking-from-stealth-back-into-stealth in the same same round is not good for the game. It is not fun to be in able to attack back, either for players or DM. Neither is it fun having to waste an action searching for someone - whether invisible or not, when they get to attack you each round.

No stealth while attacking means if you attack there is a moment of time where the people around you can react to your presence. If you take this away by allowing an attack and then stealth, or a full attack and stealth then you unbalance the game and make things frustrating.

A simple readied action to do an attack once they attack you can easily counter this tactic. Use the options the rules give you.

The Sword wrote:


To be clear, I have no issue with using invisibility, There are clearly defined rules for that -it is the stealth part that I have an issue with. You can still ninja someone, you just aren't effectively undetectable.

There is no definition of "attacking" in the game' so we can go round in circles deciding whether it only applies to the standard or full round attack on your turn or if it is a general description of your actions. i have tried to make a clear case using stealth rules, other people have their own set of rules that supports their position. Maybe it will discourage stealth and attacking, maybe not.

With greater invisibility, they are using stealth anyway, they don't even have to 5' step away. They can continually attack you from the same space and you'll always be considered flat footed and vulnerable to sneak attack.

There are plenty of even mundane or low level magical counters to this tactic even if they are using mundane HIPS stealth. Taking a viable tactic away from stealth using characters is re-nerfing stealth (and rogues specifically) back to un-usability. Especially now that the community has convinced Paizo to errata it back into quasi-usefulness.


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ShieldLawrence wrote:
TriOmegaZero wrote:
Matt2VK wrote:
For those saying you can Stealth after the 5' Step, you're pretty much tossing out the rule on sniping out. As sniping is a LOT more limiting.
Not really. The only time this comes up is in Greater Invisibility. The rest of the time, the melee guy doesn't have cover or concealment to make the check with.
Hide in Plain Sight and Hellcat Stealth can accomplish it as well.

Both of which are equivalent in power, and gained at roughly the same level.


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Akkurscid wrote:

Good question ;)

You are not attacking a target because you are making melee attacks against it as some say, you are attacking in general because you chose to do either the attack action (a standard action) or you chose to do a full attack action.
On your turn you chose this, the ramifications may last longer than the end of your turn.

There is no support in the rules beyond your extrapolation that supports this in any way.

If I can't reach my target, I cannot attack my target, if I can't attack my target, ergo, I cannot logically be said to be attacking my target.

This is not an MMO, there is no "in combat" state that prevents stealth.*

* For those who remember, the original Everquest MMO game had a "in combat state" that prevented hiding unless special actions were used to get " out of combat ". So did World of Warcraft, iirc.

Pathfinder is not an MMO, the rules do not support your claim, Akkurscid.


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Akkurscid wrote:
I understand what you are saying I just disagree they can happen on the same round. (Full Attack + Stealth)

Let me ask you this, Akkurscid:

If I full attack 4 times and then 5' step away from my target, and I do not have a reach weapon, how can I be attacking a target outside my reach?


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TriOmegaZero wrote:
Yeah, I don't think hearing can pinpoint an invisible creature unfortunately. But that's more GM determination than rules text.

Look in Ultimate Intrigue for clarification on this.


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Akkurscid wrote:
Matt2VK wrote:

Been looking at the rules for 5' step and here's what I'm seeing -

Full Attack...5-foot step before, during, or after the action

My interpretation is that by action, it does NOT mean the full attack is over. Just the attack rolls made by you are over. That is the "after the action" which is meant.

There can be lots of different actions happening during that full attack action.

Yep this is exactly right. Some people are interpreting "dice rolling" as the only possible definition of attacking. They are not exactly the same thing.

There are other actions that can be performed that are demonstrably "not attacking" while making a full attack action. One of them is a 5' step.


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Quote:


You may take the step before, after, or between your attacks.

After is not during.

And a 5' step has been expressly defined as movement thus allowing stealth.

You cannot stealth while attacking. It does not say you cannot stealth during a full attack action.

During your full attack action, you are attacking and after your attacks, you are making a 5' step and hiding via stealth.

100% permitted by RAW.


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Akkurscid wrote:
Quintain wrote:
Akkurscid wrote:
Snowlilly wrote:
Akkurscid wrote:


Good point but after the "full attack" happens on your next turn, no stealth this turn.
No; I can 5' step on the same turn I full attack. After I have completed my full attack.
Sure you can 5' on your Full Attack. Just not stealth.

Stealth is done as a part of movement. A 5' step is movement. Ergo, you can stealth after a full attack provided you have the conditions (concealment/cover) to do so.

You are considered hidden at the time your stealth check is made, it is not delayed until your next turn. It happens as a part of your set of full attack actions on this turn.

Your turn doesn't end until you are done performing all allocated actions.

Again impossible to stealth during attack. This is in the stealth skill.

Again A full-round action requires an entire round to complete. You are not completely done with your action/s until the next round. Again you are "adding in" you are done attacking at the end of your turn. This is not what is represented in the above sentence, which is a part of the rules.

Completing a full attack action does not end your turn if you have the ability to act -- in this case, acting involves taking a 5' step after you have completed your attacks.

You are not making a stealth check while attacking, you are making a stealth check while making the 5' step after you are done attacking, which is expressly allowed.

Again, making your last attack does not end your turn unless you used your 5' step before your full attack or during your full attack.


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Akkurscid wrote:
Snowlilly wrote:
Akkurscid wrote:


Good point but after the "full attack" happens on your next turn, no stealth this turn.
No; I can 5' step on the same turn I full attack. After I have completed my full attack.
Sure you can 5' on your Full Attack. Just not stealth.

Stealth is done as a part of movement. A 5' step is movement. Ergo, you can stealth after a full attack provided you have the conditions (concealment/cover) to do so.

You are considered hidden at the time your stealth check is made, it is not delayed until your next turn. It happens as a part of your set of full attack actions on this turn.

Your turn doesn't end until you are done performing all allocated actions.


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You should go Eldritch Poisoner, which gives you an arcanatoxin that deals either strength or dexterity damage to start and you can choose discoveries to expand that to the other ability scores if you want to progress further in alchemist.

You can also take the mutagen discovery to start (at alchemist level 2) for +4 to whatever physical stat you want.

Barring that, the next best would likely be ragechemist to complement your barbarian.


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See subject. The class ability is replaced by archetype abilities (sneak attack), but can the discovery be taken as a token replacement?


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Letric wrote:


If she touches the Wall, and fails a save, what happens when she touches the wall?

Ever heard of "ghost pain"? I would say that she "feels" the tactile sense that the wall is there, by tricking her mind into thinking she is feeling the wall. She would stop her hand at the edge of where the wall is naturally, because she thinks the wall is there.

She keeps seeing the wall on a failed save.

Letric wrote:


How many saves does she get? Every time she touches the wall? Just once?

This is up to DM adjudication. However, illusions tend to be meta-gamed, and often enough deliberate "incidental actions" always seem to allow more than one save.

Letric wrote:


Another thing. Does this mean this spell can create quasi-terrain that I could use as a cover?
If I create a Wall in front of me, when do ranged enemies get a save? When they attack it? Using a move action?
If they fail their save, am I considered to having cover, getting +4 AC? I know this cover wouldn't affect +2 to Reflex because the wall is not real.

Illusions definitely can be used for concealment, but not cover. Cover is a physical blockage, concealment is visual, but immaterial.

Letric wrote:


So, recapitulating:

- How many saves do enemies get to disbelief this Illusion?- How many saves do enemies get to disbelief this Illusion? Every time they "interact with"it?
- Does seeing your hand/weapon/arrow pass through counts as automatic disbelief?
- If it doesn't, and you didn't save, does the wall impose a penalty on your ranged/melee attack because you keep seeing the wall?

See above. Up to the DM. There is no "automatic disbelief", but there is a bonus based on circumstances after interacting with an illusion.


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If you have seen the movie "Thor", Loki invokes a "silent image" at the edge of the chasm that causes the Ice giant to try to attack it and fall off the cliff.

As for your questions:

She shouldn't get one right away (meaning on your turn). She would get one on the action when she performs an action that "interacts" with the image in the door's space.

However, if she has spellcraft and successfully identified that you were casting silent image, then a immediate saving throw is warranted.

If she saves, the image still exists, she just knows that it is an image. I would say that it should provide concealment (but not cover or full cover).

If she doesn't save, she thinks the image is real and acts as if the wall were real (similar to a reaction to you casting wall of stone).

Interact means just that, her action is affected by the presence of the wall. If she attacks it, trying to break it down, that is interaction. If she touches it, etc, etc etc.

A normal reaction to something appearing out of nowhere is probably to test for it's reality...in game this would be at the very least a move action (similar to deliberately looking for something using perception).

*Then* she would get a save. But she has to do something to interact with it first in order to get a save. If she just assumes it's real and doesn't interact with it (say..assuming it's a wall of stone).


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I'm looking to play a goblin grenade thrower type. Does anyone have any advice on what type of build class combination would be best for optimization.

Any combination of rogue (including unchained) with archetypes and alchemist (with archetypes) including rogue and or alchemist variant multi-classing is permitted.

Grenade throwing shouldn't be restricted to just bombs, but also other alchemical weapons, potentially including holy water.


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Some of the problem with the application of absolute morality is the lack of a strict set of moral laws that can easily be referenced.

Here's an example:

Assassins are evil. Moreover, in order to become an assassin, the character must kill someone for no other reason than to become an assassin.

Now, here's the problem: who and what qualifies as "someone".

Back in the days of basic/1st/2nd edition D&D, the game was much more humanocentric, meaning there were two categories: Us (the playable races), and them (monsters).

You could kill orcs all day long and never qualify to be an assassin even if you wanted to -- they were monsters and their welfare was not a factor.

Segue forward 30ish years of gaming -- you now have a much more relative view of what is considered a "person" (playable race) to include anyone and everything under the sun.

Oddly enough, this allows a player to become an assassin much easier than before if the absolute morality of the prestige class is concerned.

It also makes it much easier to fall as a Paladin.


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Looking for suggestions on killing high CR undead that like to play in anti-magic field spells.

No idea is too ludicrous if it's legit.


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Plot twist:

What tactics would you use for a Lich Templated Dragon with the same AMF?


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Rennaivix,

Sorry for the thread necro, but do you know where this reference comes from (the channel energy/same class feature from multiple classes)?


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No one? I'm asking due to a question with Hero Lab -- that product has one ability overwriting the other.

Clarification needed.


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Alchemists with Ooze bombs (more specifically green slime) or alchemical arrows with green slime in them, would require the Copper dragon to dismiss the anti-magic field in order to burn off the slime, leaving him vulnerable to standard tactics.


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For bombs per day, how do these two abilities combine? Are they tracked separate or do they overlap in some way?


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It sounds like your party is expecting you to be the tank, but your class choices aren't really tank oriented.

The interceptor path is mainly a skirmisher build.

What I would do is self-buff with inertial armor (extended) and augment that as much as possible with whatever power points you have.

This will give you a decent AC for 12 hours a day, so you'll be quasi-ready for combat most of the time.

Until you get to the point where you are comfortable being self-buffed a good amount of time, or have some magical/psionic items that assist with ambushes, I'd splurge on some armor.


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Fourshadow wrote:

A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.

I am pretty certain there is no miss chance with tremorsense.

I'm presuming that the OP is trying to hit an unseen/invisbile creature that he knows is there via tremorsense.

Even with tremorsense, you still get a 50% miss chance when attacking someone that is unseen when you target their square.

To answer the OP's questions:

Spring attack prevents attacks of opportunity from your target -- and you are attacking the creature in the square by "attacking the square", so that is your target with a 50% miss chance.

Your target in this scenario is the creature in the square, not the square itself.

Ergo, no attack of opportunity.


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Covent wrote:

I too am thinking of running a psionics only game. I currently was planning to just use ultimate psionics.

My concerns are as follows.

1.) Condition removal seems less available than with standard classes.

Only in the sense that spells providing condition removal are generally all or nothing (example: neutralize poison and the psionic equivalent Resist Toxin are caster level checks like dispel magic).

Covent wrote:


2.) Unless a vitalist is played healing seems sparse.

No, not really. All classes have access to healing via extra power known or expanded knowledge feats, what they lack is a easy method of applying that healing to someone other than themselves.

The Egoist, Tactician (Battle healer archetype), and Vitalist are all good healers.

Covent wrote:


3.) Crafting of Big Six items by players would not be possible without allowing crafting feats to use manifester level instead of caster level.

Does anyone have any experience with any of this?

The psionics/magic transparency rules gives the option for the psionic items to be the equivalent item creation feat. Obviously in more open rulesets with more supplements there aren't any parallels, however.


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If you want to truly frustrate your GMs plans, play a tactician. Battlefield control is king. It let's all the dps do their work -- and is also the rogues best friend.

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