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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 18,304 posts (19,122 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 8 aliases.


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RAW, you cast the spell from the wand and make the touch with your hand (or similar appendage). However, I don't know anyone who doesn't allow you to touch with the wand--I've even seen game designers say that's fine, thematically appropriate even.


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Spears fit through murder holes better than axes and hammers.


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I was under the impression that the "Monsters as PCs" rules simply didn't allow templates, by omission.


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Where'd my post go? Are the mods in the habit of removing messages now without even stating why they were removed???


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You and my friend seem to enjoy the same characters; he made that one too.

Adin Lir didn't pick up any additional traits. The feat is what allows her to have traits AT ALL.

If a character has traits without said feat, I list it in the file name, as I do with all optional rules. As written, it is assumed she would be used in a game where traits were not given freely. In a game with traits by default, I would recommend adding two additional traits, or switching out the feat.

It is generally beneficial for a wizard to leave a few spell slots open for the unexpected, particularly if said wizard can prepare new spells in the open slots quickly. I would not, however, ever recommend leaving an entire spell list empty. Doing so makes you worse off than a typical full spellcaster in just about every way and kind of defeats the purpose of being a mystic theurge in the first place.


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Hydromancer wrote:

Pinned = bound. This is explicitly called out in the rules.

Bound = helpless. This is also explicitly called out.

Truck = Vehicle.

Vehicle = Car.

Car =/= Truck

Sorry, that form of logic doesn't really work.


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Heroes of the wild changes it up a bit.

"Heroes of the Wild wrote:

SNARES AND SIMPLE TRAPS

As a normal part of using a Survival check to get along in the wild, a character can make simple snares and deadfalls to trap small game. Though not as robust or dangerous as ranger traps or traps created using the Craft (traps) skill, simple traps and snares can also be used against prey that is more dangerous than typical game.

Regardless of the nature of its construction, such a trap acts as an extraordinary ranger snare trap (Pathfinder RPG Ultimate Magic 65), with the following modifications. With a successful DC 15 Survival check, a simple trap can be constructed in 20 minutes in a typical wilderness area using proper tools. The trap affects only creatures of a single size category, determined when the trap is constructed. (Smaller creatures slip out easily, and larger creatures are too big to be effectively snared.) The trap is obvious unless it is hidden with a successful DC 20 Stealth check, in which case noticing it requires a successful DC 15 Perception check. The trap’s DC is 13, it has 10 hit points, and it can be burst with a successful DC 15 Strength check. If left unattended, a simple trap has a 25% chance of becoming ineffective each day.

Characters who wish to create more effective traps should invest skill ranks in Craft (traps) or take the Learn Ranger Trap feat (Pathfinder RPG Ultimate Magic 153).

WILDERNESS TRAPS
Skilled hunters and trappers are adept at fashioning effective, if simple, traps from humble materials. Each wilderness trap has an associated terrain wherein the raw materials for the trap are commonplace. Within these associated terrains, the base cost of each trap is calculated in sp rather than gp. When in a trap’s associated terrain, instead of paying 1/3 the item’s price in raw materials, the trap maker can attempt a Survival check against the Craft DC of the trap. If the check is successful, the trap maker finds the necessary
materials in the wild after 1d4 hours of foraging and can attempt a Craft (traps) check to build the trap, which takes another 1d4 hours. However, traps built with such crude materials don’t last long without maintenance; they have a cumulative 1% chance to break for every hour they go without being tightened and reset (which requires 10 minutes of effort).

At the GM’s discretion, other nonmagical mechanical traps may be considered to have associated terrains and use the wilderness trap construction rules.

So if you're just digging a hole, it won't last long, and you may have to deal with reduced DCs and what not. However, if you're spending gold in the traditional fashion, then you can get that amazingly real looking grass quilt to throw over it, and some fancy admixture to keep the interior walls from collapsing a year from now.


The inner voice within your ear

Mal?

Mal?

MAL!?

;P


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So are bound and helpless the same thing for the purposes of one's ability to deliver a coup de grace?

Can you still be coup de grace'd if you are bound, but not helpless? What if you are helpless, but not bound?

Seems to me these are the basic questions being asked.


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This is an interesting debate. Though I don't think being bound by a pin means you are susceptible to coup de grace, a really great case is being made for it.


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Yeah, that FAQ clearly means you can't take 10 due to enemy action, as opposed to the risk of failure itself. I still hate how much confusion the wording seems to cause though.


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shroudb wrote:

Taking into account that all metamagics are applied to the base effect and don't feed from one another.

To my knowledge, this is incorrect, and there is no such rule covering it (excepting Empower Spell and Maximize Spell, which specifically call out how they interact with each other).

Metamagic feats "feed off each other" just fine in most cases. For example, an intensified maximized fireball at CL 15 would indisputably deal 90 damage.


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That FAQ entry needs to be abolished, as it causes more confusion than it resolves, which is the antithesis of any FAQ.


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glass wrote:

Amusingly, it just occured to me that by RAW you cannot CdG someone kneeling with their neck on a headman's block...

_
glass.

And for good reason! (Warning: Graphic)


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I would finish his build as someone who always wins initiative and finishes the fight in the first round. That's supposed to be his whole schtick pretty much.

The concept was actually put together by a friend of mine years ago, and originated in D&D/Forgotten Realms v3.5, where he actually had levels of the Mage Killer prestige class. He was also known for using magical gems and for having crazy high saving throws.

He was a holy terror in our games back in the day precisely because he would often go first and then end an encounter with an effective save or die spell in the first round (his favorite being Glass Strike, which is basically flesh to stone, but turns the subject to glass). On the rare occasions he didn't go first, he would just shrug off enemy spells and attacks before winning on his turn anyways.


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No maximum on magic? NICE!

BEST CAPITAL EVAR!


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Starting combat when neither side is aware of the other is not only a fantastic waste of everyone's time, it also encourages the players to metagame (as they will inevitably begin looking for, or trying to avoid, the unseen enemy).


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BigDTBone wrote:

I would agree that you can hide the rope from the outside. I disagree that you can use a figment to do it. You need a glamer to change the appearance of (ie, hide) other things.

Edit: Also, you can't use silent image to make a crackling fire...

I'm not changing the apparance of anything. I'm concealing it behind something, which is explicitly allowed by figments.

Also, I can absolutely create an illusion of fire, though it would not produce heat or make a crackling sound.

EDIT: Ah I see, apparently I used the word crackling in my game post. :/


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Imbicatus wrote:
The 3.5 iconic sorcerer Hennet was rocking the corset.

That's not a corset, just a whole lotta' belts.


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Had an interesting player/GM interaction in a recent game and was hoping to get some outside thoughts on the matter of rope trick.

Some background:

Our party has been hounded by will o'wisps for several nights now. Since our characters are only 6th-level the wisps' fast fly speed, natural invisibility, and magic immunity has made it hard for the PCs to do much more than drive them off for a short while.

In the meantime, they have taken to luring other monsters into our characters' camps for their own sadistic enjoyment. So far the heroes have been forced to fight undead bloody skeleton trolls, a young green dragon, a hydra, and a pack of barghests on account of them.

They showed no signs of letting up so I decided to prepare an ambush.

Riva Sarjenka wrote:

"Ha! We won't be seeing the likes of them again now that they know what we're capable of!" shouts Riva, much louder than is necessary for her companions to hear.

After returning to the camp, she casts rope trick and ushers everyone else inside. Riva remains outside and casts see invisibility and silent image.

She then creates the illusion of a crackling fire, using illusory smoke to conceal the dangling rope. She also creates the figment of several sleeping expedition members, left terribly exposed in their seeming exhaustion and overconfident victory.[/ooc]

Riva then lies in wait, pretending to be asleep herself, ready for evil's inevitable return.

This immediately sparked a debate between the GM and myself about one's ability to hide the dangling rope. He seems to think that nothing whatsoever can hide or conceal the rope, as the spell description clearly states the following:

The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

I take that to mean that the rope cannot be hidden by those within the portal, that is, it can't be pulled up into the portal or anything like that. Ignoring the fact that the spell is already internally inconsistent (it says the rope can't be removed, but then immediately gives a method of removing it in the very next sentence) the GM has a much broader interpretation. The one he proposes seems, to me, to be a physical impossibility.

After all, the people on the other side of the planet can't see the rope for all the earth in the way. If cast inside a room at an inn, then surely it is hidden from people outside the room, outside the inn. If I built a fire with choking smoke under it in the forest, then surely the rope doesn't suddenly start glowing through the smoke or something, right? You can't read it in terms of absolutes because the rope will ALWAYS hidden from somebody; hence the physical impossibility of his interpretation.

In short, what does that rule actually mean, and how should it be run per RAI/RAW?

ROPE TRICK:

School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (powdered corn and a twisted loop of parchment)
Range touch
Target one touched piece of rope from 5 ft. to 30 ft. long
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the usual multiverse of extradimensional spaces. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.


The inner voice within your ear

On the hiding the rope bit, I'm not certain we really agree on anything at all, but you're the GM, and I'll follow whatever ruling you ultimately decide to make.


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Just call it a "vest" rather than a corset and you're done.


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Mark should try to get that errata'd then. Until he does, the rules are as they are.


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You use this table to determine the effects. If it were a polymorph effect, it would have said so. Since it doesn't, it is not, and therefore you don't use the polymorph rules and instead use the general rules for size changes.


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For me it's probably the expanded Craft and Professions skills, as well as the new classes themselves (which can be played alongside the originals).


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Byakko wrote:
blackbloodtroll wrote:

I need to repeat.

Take 10 is not a guaranteed success.

PCs don't know the DCs and opposed rolls.

If the DC is easy, taking 10 IS effectively a guaranteed success.

Why should HEROES risk failure at an EASY tasks???


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Nice!


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necromental wrote:
Ravingdork wrote:
The worst thing I ever did in known memory was look up the stats of a monster on my laptop, just as we were fighting it. I was caught, and it did untold damage to my relationship with that group of players. They still don't fully trust me to this day, even though I have never done anything before or since.
While I would called it cheesy, I definitely wouldn't call this cheating? what possible help do you get from viewing the stats?

Knowing a monster's strengths and weaknesses, as well as target AC can help inform someone of what spells to target it with, whether or not to use combat expertise or power attack, or even where to stand on the battlefield to best avoid its special attacks.


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It IS a 20-point buy character, or it was SUPPOSED to be a 20-point buy character?


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Bigger Club wrote:

Fudging as in changing the outcome of the dice is something that I do not tolerate from the GM. I do make this clear however before sitting at a table. Improvisation is fine however.(The boss fight that is turning out to not be so epic, well maybe some reinforcements come in another wawe is fine by me.) This also partly explains why absolutely hate playing at the lowest levels, wich highest worth is establishing characters before the real game can begin.

My reasoning is rather simple, now we are roleplaying and that is a big part of my enjoyment of the hobby. That being said RPG has that G in it. And it ain't a game anymore when fudging starts. The game aspect of PF is essentially all about judging probabilities(at least outside of builds) and d20(well on 99% of the rolls) is what determines what those probabilities are. Essentially if fudging is there, there are no probabilities, that means there are no tactics. Magical tea time is perfectly fine way to enjoy things but it is not for me and never has been.

I totally agree!


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The worst thing I ever did in known memory was look up the stats of a monster on my laptop, just as we were fighting it. I was caught, and it did untold damage to my relationship with that group of players. They still don't fully trust me to this day, even though I have never done anything before or since.

I now have a pretty hard view against cheaters, in no small part due to my own shame stemming from those early days.

I don't like it when GM's fudge or change the rules spontaneously. I take a negative view of anyone who feels they need to lie about or conceal their dice. I wouldn't play with someone ever again if I found they were using rigged dice.

I don't see "making mistakes" as cheating, but I do ask that said mistakes be corrected before the next game.


The inner voice within your ear
Mallichatti Cervagio wrote:

With the way you guys are arguing my ass is staying out.

We're not arguing. We're working out a solution.

Powergaming DM wrote:
In that case let us cover another weird thing about rope trick. It can only hold 8. Does that mean that if you fill it with 8 people they can feel completely safe knowing no enemy can get in?

That was my interpretation of it, yes. Trying to get another creature in there would be akin trying to fit one too many people into an elevator (though one must wonder why creature size doesn't seem to affect the number).


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I wanted to share the following with all of you so that you can all could have an indepth look at one of the newer characters.

A big thanks to Xah Doom for his tireless pursuit of accuracy.

All errors mentioned below have already been corrected.

Xah Doom wrote:


Enjoying [Batta Wrang's] character build. I too like to come up with "off the beaten path" character concepts.

Currently working on my own Summoner(Unchained) [sic] and have been looking at what you built for some tips/ideas. Mine [sic] Eidolon is more purely melee oriented. Large, multi-armed, intimidating, ground and pounder.

Thumper, "Why don't you pick on someone your own size!"

Regarding your Bat-Snake-Elemental-Dragon, I had a couple of questions.

Please let me know what you think of the new unchained summoner, particularly in regards to making your eidolon large and how it affects your dramatically reduced EP pool.

Xah Doom wrote:


1) Where are you getting the Breath Weapon?
- I Assumed you used the Evolution Surge for 4 points,
- though if that was the case the Cone should be 30' not 60',
- and the Reflex Save s/b DC21 (1/2 level 15 = 7+4(Con)), not DC20

The breath weapon is indeed from the evolution surge spell. If you look at the character's special abilities section, under "ongoing spells" you will see that it is explicitly mentioned along with other in-the-stat-block-spell-buffs.

You are right that the cone's length is off.

The DC is based on the eidolon's hit dice, not the summoner's (12 HD as opposed to 15 levels). The listed DC is correct.

Xah Doom wrote:


2) All your skills are short by 1 rank.
- Did you take flight at 5th level spend 4 skill ranks on Fly
- then up Fly and the other skills by 1 rank every level after?
- Did you then just ignore the other 4 skill ranks from 1st to 4th?
- Or did they go to the 4 Languages?
- Instead, if that is due to the Large -2 Dex Penalty, why is Perception short 1 point
- 15 level + 3 class = +18 Perception

The skills look correct insofar as I can tell. Below is a complete breakdown.

The summoner's skill ranks were allocated as follows:
Skill Ranks (60) Fly 15, Knowledge (arcana) 5, Knowledge (planes) 10, Ride 15, Spellcraft 15; Favored Class (summoner) +4 evolution points, +3 HP

His eidolon's skill ranks were allocated as follows:
Skill Ranks (48) Escape Artist 12, Fly 12, Perception 12, Stealth 12

Their skills reflect the final totals, including a +2 bonus from heroism, which is generally cast prior to encountering known dangers (once again, see the ongoing spell section).

The summoner's skills are as follows:

Fly
31 = 15 ranks + 3 class skill + 4 Dex + 2 heroism + 7 overland flight

Knowledge (arcana)
12 = 5 ranks + 3 class skill + 2 Int + 2 heroism

Knowledge (planes)
17 = 10 ranks + 3 class skill + 2 Int + 2 heroism

Ride
38 = 15 ranks + 3 class skill + 4 Dex + 2 heroism + 6 skill focus + 8 skilled evolution (ride)

Spellcraft
22 = 15 ranks + 3 class skill + 2 Int + 2 heroism

The eidolon's skills, on the other hand, are as follows:

Escape Artist
22 = 12 ranks + 3 class skill + 5 Dex + 2 heroism

Fly
28 = 12 ranks + 3 class skill + 5 Dex + 8 maneuverability + 2 heroism - 2 size

Perception
17 = 12 ranks + 3 class skill + 2 heroism (- 4 when wearing goggles, not listed)

Stealth
18 = 12 ranks + 3 class skill + 5 Dex + 2 heroism - 4 size

Xah Doom wrote:

3) Your AC shows +3 Dex

- Your Dex is 20(+5)

That is an error. Thank you for finding it.

Xah Doom wrote:


4) Initiative +4 instead of +5?
- Is that due to Large -2 Dex penalty?

No, it appears to be another error.

Xah Doom wrote:


5) Evolution Points appear to be one off, thought maybe you didn't spend them all, that said there would be no need to take the 2nd Extra Evolution feat then.
- 1 Claws
- 1 Imp Damage
- 1 Magic Attack
- 1 Mount
- 2 Energy Attack (Elec)
- 3 Flight +60'
- 4 Limbs (Legs) x2
- 4 Large
-----
-17
- You should have 18 Evolution Points
- 12 (level) + 3 (1/2 Elf 4,8,12) + 2 (Extra Evolution x2) +1 (4th level Elemental Base)

You are missing the skilled (ride) evolution taken by the summoner via the Aspect class ability.

The EP are correct insofar as I can tell.

Xah Doom wrote:


Very well written build!

Went with a private message, as I am not here to criticize, just clarify as I attempt my first Eidolon build.

If you could please let me know what or if I am missing anything.

Much appreciated!

Thank you [sic]

Thank you very much for your kind comments and thorough investigations! Though people are often happy to point out errors, very rarely are they so thorough! I have double checked everything you mentioned (and some things that you hadn't) and have corrected all apparent errors.

I really don't mind public auditing of my characters. It furthers the thread's post count and allows others to see how things work.


The inner voice within your ear

That was in regards to the rope being moved. As for being hidden, I'm of the belief that the rope cannot be hidden from inside the pocket by those within (that is, they can't really affect it). It's the only interpretation I know of that that makes logical sense and doesn't require an arbitrary ruling.

If you want to make an arbitrary ruling, as GM that is your prerogative, but it might make for some weird rules interactions/scenarios later on.

Or it might not, depending on the kinds of situations we face later on. I'm not too concerned about it in any case, as long as we're all on the same page in regards to how we expect it to function.


The inner voice within your ear

Sounds like you're making up rules, rather than making rational sense of the rules that are already in place.


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Taking 10 on both sides would be a great way to expediently find out at what range the combat should begin. That way, you're not rolling again and again for every 10 feet of distance until someone succeeds.


The inner voice within your ear
Powergaming DM wrote:

Rope trick only holds 8 people. You have 4 PCs and 5 NPCs who get's left out? Also it only lasts 6 hours at your level.

Also the rope can not be hidden which is somewhat ambiguous phasing so I am going to say that you can see the rope though any illusion or covering you put over it.

I specifically said that Riva was staying outside, so only 8 people will be inside. Also, if she enhances its caster level with her potent magic ability, it will last 8 hours.

Furthermore, not being able to hide the rope refers to the occupants' inability to hide the rope (such as by pulling it up into the pocket). Saying nothing at all can hide it is patently ridiculous, as it would mean you could never use the spell indoors (as the walls would hide the rope from anyone outside the room).

In other words, you can't take such a hardline literal reading of the spell, lest it become self-contradictory in almost every situation and pretty much unusable. It kind of already is, with it saying the rope cannot be removed, followed by saying it can be pulled free with enough weight. Which is it? The only logical conclusion is that it can't be removed by those inside the pocket.

Otherwise, it would be the new Armageddon spell basically. People on the other side of the earth can't see the rope because it's hidden by all the dirt and such in between.

The rope cannot be hidden.
"I can rope trick"
"YOU DESTROYED THE WORLD, WHY'D YOU DO THAT. Campaign over guys."

:P


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Except for weird corner cases, I suppose it doesn't BNW.


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_Ozy_ wrote:
BigNorseWolf wrote:
_Ozy_ wrote:

Btw, your list is actually circular with regard to your argument. Look at item 1:

Quote:
When combat begins, all combatants roll initiative.
How do you we know when combat begins?
The DM says "Combat begins" or my usual announcement of "perception checks. Something wants to eat you".
Why don't the PCs get perception checks 1 second before that time? Or 10 seconds? Or 1 minute? Why is it that they ONLY get perception checks once combat has started?

When the PCs and NPCs start making perception checks is clear. They are made when the two groups come within a variable distance as determined by the terrain. That's RAW, no ifs ands or buts about it.

BigNorseWolf wrote:
Ravingdork wrote:

What about the list? It looks to be an explanatory guide, not hard rules.

One must wonder how does combat happen until you know which group perceives the other first?

Combat starts and then you try to figure that out.

If you want to use skr's example, note how it would break if the guard beat the perception check.

It says to roll initiative first as a time saving measure, I'm sure, and little else. Did you notice that you started with Step 2 in your own example?


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What about the list? It looks to be an explanatory guide, not hard rules.

One must wonder how does combat happen until you know which group perceives the other first?


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_Ozy_ wrote:
BigNorseWolf wrote:
Ravingdork wrote:

BNW, the Perception checks come before any initiative rolls, not after, as you portray in your example.

It's clearly listed in the Combat chapter and in the Environments chapter, where Perception rolls are made at range (as determined by the environment) to see which group spots which first.

Talk to the list then.

That reply is pretty stupid, man. The list is not a living breathing intelligent entity, it is words written down that appear to be in conflict with other words written down and very specific comments from a dev (as well as a common sense).

You can't hide behind those words as your only defense and be taken at all seriously.

Ozy, BNW, I edited my post above. Please read it again.


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BNW, I'm pretty certain the Perception checks come before any initiative rolls, not after, as you portray in your example.

It's clearly shown in the Environments chapter, where Perception rolls are made at range (as determined by the environment) to see which group spots which first. It's kind of hard to have a combat if no one is aware of anyone else first.

Relevant Rules:

Stealth and Detection in a Forest: In a sparse forest, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 3d6 × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, and in a dense forest it is 2d6 × 10 feet.

Because any square with undergrowth provides concealment, it's usually easy for a creature to use the Stealth skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.

The background noise in the forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 per 10 feet, not 1.

Stealth and Detection in a Marsh: In a marsh, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 6d6 × 10 feet. In a swamp, this distance is 2d8 × 10 feet.

Undergrowth and deep bogs provide plentiful concealment, so it's easy to use Stealth in a marsh.

Stealth and Detection in Hills: In gentle hills, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 2d10 × 10 feet. In rugged hills, this distance is 2d6 × 10 feet.

Hiding in hills terrain can be difficult if there isn't undergrowth around. A hilltop or ridge provides enough cover to hide from anyone below the hilltop or ridge.

Stealth and Detection in Mountains: As a guideline, the maximum distance in mountain terrain at which a Perception check for detecting the nearby presence of others can succeed is 4d10 × 10 feet. Certain peaks and ridgelines afford much better vantage points, of course, and twisting valleys and canyons have much shorter spotting distances. Because there's little vegetation to obstruct line of sight, the specifics on your map are your best guide for the range at which an encounter could begin. As in hills terrain, a ridge or peak provides enough cover to hide from anyone below the high point.

It's easier to hear faraway sounds in the mountains. The DC of Perception checks that rely on sound increase by 1 per 20 feet between listener and source, not per 10 feet.

Stealth and Detection in the Desert: In general, the maximum distance in desert terrain at which a Perception check for detecting the nearby presence of others can succeed is 6d6 × 20 feet; beyond this distance, elevation changes and heat distortion in warm deserts makes sight-based Perception impossible. The presence of dunes in sandy deserts limits spotting distance to 6d6 × 10 feet. The scarcity of undergrowth or other elements that offer concealment or cover makes using Stealth more difficult.

Stealth and Detection in Plains: In plains terrain, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 6d6 × 40 feet, although the specifics of your map might restrict line of sight. Cover and concealment are not uncommon, so a good place of refuge is often nearby, if not right at hand.

Stealth and Detection Underwater: How far you can see underwater depends on the water's clarity. As a guideline, creatures can see 4d8 × 10 feet if the water is clear, and 1d8 × 10 feet if it's murky. Moving water is always murky, unless it's in a particularly large, slow-moving river.

It's hard to find cover or concealment to hide underwater (except along the sea floor).

Invisibility: An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. The creature still has concealment (20% miss chance), but not total concealment (50% miss chance).


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During an experimental one shot, my GM got SO fed up with the extreme effectiveness of my character and his inability to really hurt her that, after the game, he straight up asked me "You've had this character audited on the forums, right? What did they have to say about its legality?"

I told him that "everything in my build checked out as far as I knew, and that the only thing the people on the forums didn't seem to think was terribly kosher was the fact that I crafted most of my equipment using downtime magic capital BEFORE the game had even started--effectively quadrupling my starting gear."

The GM just stared at me in stunned silence.

"But if you have a problem with that, I won't do it again," I stammered.

"No, it's fine since this one shot was for us to experiment with new ideas and rules, but yes, don't ever do that again. In my games all downtime benefits come only after the game has already started."

And that was that.

(Here's my character if you're curious.)


The inner voice within your ear

Can you imagine what it must be like to try and run away from Riva?

The horrible witch-woman sears your flesh with fearsome magic. You turn towards easier targets, but as you turn you see that she has already cut you off. How? You're a creature of the lower planes. No normal humanoid can hope to match your speed! You turn again, fleeing from another blast of her awful magic, only to once again find yourself staring into her wicked grin. You're surrounded. She's everywhere. There is no escape. Only crushing darkness and scornful laughter.

Straight. Out. Of. A. Horror. Movie.


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If you as a GM take 10 on your NPC's perception checks to detect the PCs then you shouldn't have a problem with your PCs being allowed to do the same.

DM_Blake wrote:
Not necessarily. Maybe he's actively looking around, scanning the area for trouble. That's not taking-10, that's rolling.

What? The logic doesn't follow. Someone who is actively looking around, scanning an area for trouble could EASILY be taking 10!


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Will the following set off visibility?


  • Adhesive Spittle - Yes, when used to spit at an enemy
  • Aqueous Orb - Yes, if used against an enemy
  • Black Tentacles - Yes, if there is an enemy in the area at the time of casting
  • Cackle - No, it is not a targeting effect
  • Create Pit - Yes, if there is an enemy in the area at the time of casting
  • Cure spell - Yes, if used as an attack
  • Fireball - Yes, if there is an enemy in the area
  • Grease - Yes, if there is an enemy in the area at the time of casting
  • Ice Spears - Yes, if there is an enemy in the area
  • Rain of Frogs - No, it does not qualify per the RAW
  • Silent Image - No, it does not qualify per the RAW
  • Triggering a trap - No, it's the trap making the attack, not you
  • Summon Monster - No, it does not qualify per the RAW
  • Ventriloquism - No, it does not qualify per the RAW
  • Web - Yes, if there is an enemy in the area at the time of casting

This is RAW insofar as I can tell. Ice spears is the oddball in the group since it doesn't have an area line, but clearly effects an area in the spell description. Rain of frogs seems like an area spell, since it summons a swarm, but it really isn't. It's just another summoning spell like summon monster. Most of the others are pretty straight-forward.


The inner voice within your ear

Multiple concealment conditions do not stack. It's just one roll, using the highest percentage.


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Tiny hut, although often used for utility against harsh weather and prying eyes, makes a surprisingly amazing combat spell. Since it puts up a one way blind, it can give you and your allies a distinct advantage in ranged combat.


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voideternal wrote:
Think about it. An animated castle.

I don't have to think about it.


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I would let you use whatever part of your body you wanted. You could cast shocking grasp and then give someone a truly electrifying kiss for example.

Without special rules though, extending that touch spell to a non-wand object is just not going to fly.

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