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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 20,989 posts (22,139 including aliases). 2 reviews. 2 lists. 1 wishlist. 5 Pathfinder Society characters. 11 aliases.


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Kobold Cleaver wrote:
I wouldn't allow that as a GM. It well exceeds the buffs a wish could normally apply, even accounting for the weaknesses.

If one of my players made that wish, I would tell him that it won't work as desired, but if he wanted, I could apply lich corruption to his character, as presented in Horror Adventures.


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Yep, Gallant speaks truth. The Vast Spell metamagic feat is the best way to go, and perhaps the only way to go, for what you're asking.


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I was implying that the rope was rotted, or otherwise unfit for climbing (or use in general). No one would bother inventing a rope that could not serve its intended purpose.


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This thread just became the most silly thing I've seen since the "Can you live off your own poop if you keep casting purify food and water on it" thread.


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Jader7777 wrote:

I've seen a player build one of those crazy tripping builds you write home to your mother about. Every single combat he'd trip everything with CMBs in the 40s at level 7 and then wait for others to finish them off.

Then a snake came along.

You can't trip it.

Wh- what do you mean you can't trip it?!

You just can't, next to the CMD it says "Can't be tripped,"

*Hello darkness my old friend*

It may be immune to the trip combat maneuver, but that doesn't mean you can't find some other way of making it prone. >D

That's why my trip master character used a backup alternate combat maneuver to knock people prone that didn't specify it was tripping.


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Pizza Lord wrote:

Unfortunately, that is akin to saying,

"6 rounds in a gun?! What if I have to reload at an inconvenient time, like in the middle of a fight?"
"Okay then, here's a gun with a 100-round clip."
"What if I shoot all 100 rounds in a fight? Then I have to spend a reloading action to reload it during the scene?"
What do you want, a gun that just shoots and shoots and never needs reloading...? Fair enough, then get one. Unfortunately, this particular gun does not do that.

It's about as bad, and makes just as much sense, as having an emergency flotation device that only keeps you afloat for 5 minutes before deflating. Most people whose boats sink are going to drown if they used such a device.

Such a device is practically useless in most situations!

The same is true of the ring of invisibility and the hat of disguise with their limited duration. They are meant to keep you from becoming exposed (keeping you afloat), but will only serve to expose you at an inopportune time (drowning you).

It's climbing a mountain with an old rope. More risk than it's worth! Who would ever invent such a thing? (Nobody. That answer is nobody. Such items should not exist as clarified.)


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Do what I did with my character, Hama. Just say your character has a genetic disease that is slowly killing him. Add debilitating side-effects to taste.

This is literally what my character's bio says in it:
...[Hama] started showing the first symptoms of motor neuron disease. The tragic disease slowly stripped her of her independence, ultimately leaving her permanently paralyzed and mute. Local clerics were unable to stave off the advancement of the disease, much less cure it, as it proved to be genetic in nature (it is literally part of Hama’s natural state).

Then, under her special abilities, she has the following:
Paralyzed Due to an incurable genetic disease, you have been left completely paralyzed. You cannot move, speak, or take any physical action. You are rooted to the spot, frozen and helpless. You may still take purely mental actions, such as casting a spell with no components, and friends can still move your limbs or carry you about. The above stats do not reflect this condition. This disease is not transmittable to others.

I can't imagine most GMs turning you down for making your character weaker, unless you go so far with it that it proves detrimental to the group as a whole.


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Vampires are passionate. Liches are logical. :D


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Get yourself some dead air vials from Blood of the Elements. This stuff will shut down most spellcasters in short order (hard to cast when you can't talk, much less breathe). What makes it even better is that it pretty much doesn't effect psychics, since their spellcasting is considered a mental action.

Depending on your GMs interpretation of the item's rules, it might even kill your enemies in only a few rounds.


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Ckorik wrote:


Skills break down at high values - someone with a +20 diplomacy should be a world renown peace negotiator, someone with a +20 to any skill should be the best in the world at what they do - DC's and skill checks break down at higher levels - even at lower levels if you play to bump skills up.

Having a +20 modifier in anything is REALLY good, but for "best in the world at what they do" I think you really need to double that number to about 40 or so. That may not even make them THE best, it may well just get them to "being among the best."

Kileanna wrote:

Thanks for your advice regarding our fighter friend but we have known him for a long time and figured out how to deal with him a long time ago and we know what we can fix and we cannot about him. He is kinda problematic with new GMs but Dalindra and me already know him too well. We know we cannot help him to make a better rounded up character as everything seems too complicated to him (it's not that he isn't clever enough, he's just too lazy to learn the basics. After these years he keeps messing up with Power Attack) but we know how to keep him from ruining other players game experience and it's enough for us. Anything aside from that would require a commitment to the game that he doesn't have. I'm very grateful for your advice anyway.

Now back to the topic, I'm starting to feel a bit guilty for derailing this thread xD

Wow. He is very fortunate to have such patient friends such as yourselves. I would never tolerate someone at my table who was so lazy that they couldn't even be bothered to learn the very basics of the game--or even the basics of their own character--after one year, much less nearly a decade! I would just chock it up to them not being interested in the game, then not inviting them back.


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If you don't allow one-handed people to stab with two weapons (in or out of a grapple), do you then not also allow a quick draw thrown weapon building use two-weapon fighting?

If you are being logical, it seems to me like if you allowed one, you kind of have to allow the other.


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Can a one-armed man take advantage of the Two-weapon Fighting feats if he dropped one weapon after making his primary attacks then used Quick Draw to pull out another weapon and attacked with his secondary attacks?


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I agree, Kileanna, Greymist.


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Yeah, but I don't see anything in the grappled condition that prevents the taking of remaining attacks. At worst, they will take a small penalty to hit.

Chess Pwn wrote:
anyone who is TWF is only using 1 hand to make attacks with at a time. So full attacking while grappled with TWF is okay, because none of the attacks take 2 hands.

I'm certain there are a lot of people on these boards who would disagree with that notion.


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It surprises me how many GMs seem so willing to jump in the way of a player's fun*, before anyone even speaks up about there being a problem.

Me? I let my players have their fun, until someone stops having fun. When that occurs, then we talk it out and try to get back on track.

Being pre-emptive is likely to cause more damage than it would otherwise have prevented.

*:
I am speaking generally, after many years of observation on these forums; I am not referring to any specific examples in this thread or elsewhere.

When dealing with things like flesh to stone, my advice is to just leave it alone most of the time, and continue on with the campaign's story as if the spell didn't exist and wasn't being used. For me to get the build that I did, it took me NINE feats, fifteen skill ranks, and fifteen levels. At the time such a thing even comes online, the PCs will likely be facing enemies who are naturally immune to being petrified (such as the Great Old Ones and their minions, for example). Though there weren't many at the time that I played the character, they have long since become far more common at these high levels.

If there is a specific individual who absolutely must not succumb to flesh to stone in your games, for the purposes of continuing the campaign story for example, use something like an amulet of proof against petrification. It's easy enough to say that the villain had taken steps to protect himself after hearing stories of the heroes' powers--especially if it was his minions said powers were being used on!

Or better yet, don't put the villain in a position where he can get petrified, at least until such a time that it doesn't matter if he does. As the storyteller, that should be pretty easy.

In any case, never ever, EVER take away a player's power--especially through something underhanded like regularly fudged dice rolls!


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Tarantula wrote:
You can whirlwind, then cast a quickened shocking grasp, and take the free action to touch attack that the spell gives you.

Interesting.


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James Risner wrote:
Well, I guess I don't have a rule, but I've always played and GM that your full attack ends. You have the option to drop the grab and continue the full attack.

This is the way I've done it as well, but after recently reviewing the rules, it occurred to me that I may have been doing it wrong all along.

We're not the only ones. There's whole discussion threads on this forum where that seems to be the default assumption.


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Off-hand attack economy, James? Seriously?

You mean that old unwritten rule about only having a certain number of hands of effort available? That's really what you're going with, here, in the Rules forum? Okay...


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vhok wrote:
Ravingdork wrote:
Firelock wrote:
Lorewalker wrote:
... Manifestations are just the excuse why you can spellcraft and get AOOs vs spells that have no visible or audible components such as psychic casting. ...
This.

Except that excuse was never necessary. Spells require concentration. It has always been enough to say the lack of focus (on one's own defense) due to casting the spell was enough to trigger the attack of opportunity.

An enemy doesn't need to know your casting to get the AoO, he just has to know you've suddenly let your guard down.

I had a situation where as a psychic I got paralyzed and I was told I can still cast as it was a mental process and paralyzed doesn't stop it. that made me think, what exactly is provoking an attack of opportunity if I am paralyzed? my "guard" couldn't be more down. the spell manifestations let them know I am casting a spell and to try and stop me. so yes it was needed.

As Plausible Pseudonym pointed out, that's a weird quirk of paralysis, and really has nothing to do with my argument.


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I really hate that FAQ.

Hats of disguise and rings of invisibility always had unlimited duration before that clarification.*

*:
*Cough* Rules change *Cough*


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I agree with Darksol on this one.


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BigNorseWolf wrote:
james014Aura wrote:


So, that's stuff like shield or dimension door right there, since they aren't attacks to be given up.

They require you to two weapon fight, which you can't do while using whirlwind.

Didn't somebody already show that you could two-weapon fight while using whirlwind attack, just that there was no benefit to doing so?


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Drahliana Moonrunner wrote:
Kifaru wrote:
Can a magus combine spell combat with Whirlwind attack?
No... both are full attack options, and you can only have one of such in a combat round.

As has been stated, Whirlwind Attack says "When you use the full-attack action..." meaning you can use it whenever you take A full-attack action. It is not necessarily a full-attack action in its own right.

Spell Combat definitely is though. Which is why I believe you can activate Whirlwind Attack with it.

Kind of like how spell strike isn't a standard action, but can be activated any time you cast a touch spell. It's more of a rider than its own action.


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Firelock wrote:
Lorewalker wrote:
... Manifestations are just the excuse why you can spellcraft and get AOOs vs spells that have no visible or audible components such as psychic casting. ...
This.

Except that excuse was never necessary. Spells require concentration. It has always been enough to say the lack of focus (on one's own defense) due to casting the spell was enough to trigger the attack of opportunity.

An enemy doesn't need to know your casting to get the AoO, he just has to know you've suddenly let your guard down.


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If I'm concentrating on an illusory wall, and you shoot an arrow at it, I'm going to have the illusion react to the attack. That is, you will see an illusory arrow appear to stick into or bounce off the wall.


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I let people do whatever they need to do to keep to the rules and not break suspension of disbelief.

As to how a GM should run this, has been discussed in-depth before.


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I suspect this will be a simple question with a deceptively difficult answer.

Can you continue your full attack action after successfully initiating a grab attempt?

Most people understand that when you are the grappler, you can't normally take the full attack action AND maintain the grapple. However, the grab ability lets you initiate a grab as a free action and does not explicitly prohibit you from continuing on with your full attack action. In fact, I can't seem to find a rule that does so.

Is there anything in the rules preventing this?


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Tigers can't finish their full attack action after successfully initiating a grapple.

Actually, I'm gonna' second-guess myself on this one.


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Tarantula wrote:
As I said, it depends on the testing. "I saw the wizard walk through it" would be a save. I got bull rushed through the wall and it didn't stop me would be automatic.

In your first example, that wouldn't count as interaction though. It might count as communicating the illusion to an ally if you have a lenient GM I guess. I'm inclined to agree with your second example, however.


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But interaction forces a save. Would not "testing the wall" count as an interaction and thus allow a save, rather than being automatic disbelief?

The real debate here is where one draws the line between the two. Add to the never-ending discussion! :D


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There is SO much misinformation floating about in this thread. For starters, mindless creatures are not inherently immune to illusions. Any creature capable of sensing its environment, that is, any creature with a Wisdom score, is susceptible to illusions.

If it is a mind-affecting illusion, on the other hand, now that's a horse of a different color!


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Both interpretations seem reasonable to me. Seeing as it is fun/cool for the player, requires a steep investment, and isn't necessarily unbalanced, I'm inclined towards the interpretation that allows my players to have their fun.

GMs who say "no" will have a hard time explaining their logic to me.


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BigNorseWolf wrote:

Whirlwind has a very explicit do not pass go do not collect 200 gp no extra attacks for you clause.

No.

Which won't stop you from casting shield on yourself. It also won't stop you from casting a touch spell. The only thing it stops is the extra attack touch spells normally grant you. You won't need it though if you cast first, at the start of spell combat, since you will have one or more charges stored up and the ability to strike each target once with whirlwind attack. By my reading, you have not violated any of the rule's restrictions.

It's not like its overpowered anyways. You still take a -2 to hit, will have to make concentration checks to pull it off, and you give up your extra attack. Also, the magus doesn't get many feats, and getting Whirlwind in the first place takes a whole lot of feats.

So if it doesn't appear to violate RAW or RAI, then what's keeping a GM from saying "yes" other than his highly arbitrary sense of cheese.


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Stephen Ede wrote:

Unfortunately it still doesn't work with Vital Strike IIRC.

But it does work with the Furious Attack? Where you take no penalties from Power Attack for the 1st attack you make each round. :-)

Yep. Nothing preventing that latter combo.


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Faragrim Ironhand wrote:
Now THAT is awesome info! Thanks Ravingdork!

Yep. It's even been confirmed by the game developers.

Because you never stop moving, the rule that you can't stop in someone's space doesn't apply. That is, until you actually stop moving at the end of your action, then you need your own space. It also helps that the rules support the notion that you can freely moved through allied squares. You still can't move through enemy spaces in most circumstances though.

Makes the feat pretty nifty in certain situations (like the aforementioned hallway), which is good, since making single attacks each round generally isn't considered an optimal combat style.


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In recent memory, I've had a player in my Skull and Shackles game with PHENOMENAL Perception checks. Usually beat the module DCs by a WIDE margin.

Then, when his character was killed, he made a new one with even HIGHER perception modifiers, and all the knowledge skills too! Then he crafted fog lenses and Goz masks for everyone and started relying on fog spells to cake walk nearly every encounter.

Players are having a blast, and I must say, I am too.

As for my own experiences...they've been less than great. I once had a character who specialized in petrifying enemies with flesh to stone. After the first few enemies fell to the DC 34 (take lowest) save DCs, everyone miraculously started passing the saves. Suddenly natural 20s felt more common. A few were outright immune. After several battles of literally not contributing anything due to enemies somehow passing the save or dies, the party kicked the character out of the group for not being a worthwhile contributor. A competent character ruined by GM fudging.

I had another character who used magic jar and Osirion spirit jars to great effect, essentially making it impossible to be killed. Though that character didn't suffer like the previous one, the GM openly admitted that he HATED her for being so unkillable.

Some GMs are just weird I guess. Or incompetent asshats.


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Yep, seems you got your answer.

Did you know you could even spring through your allies, even if they are stacked up against the enemy in a narrow 5-foot-wide coridoor?

If there is no spot open next to the enemy is is still possible, provided you don't end your movement in an occupied square. B-)


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The more I read this thread the more that I actually believe it might just be possible.


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NEW CHARACTER VARIANT!

Vicroar Sesnaben (CE venerable half-elf unchained summoner 10), the notorious cult summoner of the Old Ones, has now been recreated as both a blood summoner and an unchained summoner, while also utilizing the amazing new aberrant eidolon rules from the recently released Horror Realms.


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I made a master dispeller once. He was one of the more fun characters I've ever played.

Behold the awesome might of Sela Kurn!


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The recent clarification on spell manifestations marked a major paradigm shift in how the game is played for a great many people--even the game developers. There are plenty of encounters written prior to this ruling that no longer function as written as a direct result of that FAQ clarification, and it wouldn't surprise me if there were a few after!

Hit hardest are monsters who relied on being able to stealthily use their spell-like abilities. Doppelgangers can no longer read peoples' minds in a tavern, succubi cannot seduce people without giving their true nature away, etc.

All in all, I think it is a terrible FAQ entry. It raises more questions then it answers, which is the opposite of what a good FAQ entry is supposed to do.


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Look into the Skull and Shackles adventure path. During many ship battles it gave rules and guides for handling mass battles in the way you describe (namely, have the PCs focus on a few big bads and their lieutenants in the crowd--and vice versa--then have all the mooks doing a whole lot of descriptive background fighting). When the PCs won, their forces won. If they lost, then their forces lost.

If you want the PCs to have a more direct contribution, you may want to consider using the Mass Combat rules found in Ultimate Campaign.


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Rylden wrote:
What is the difference between a single Attack Action, and a Standard Action used to attack? Or is there a difference?

Nope, no real difference between the two. Seems you're understanding it just fine.

You could use Twin Fang Strike after a move action made to reach your opponent (a move action, followed by a standard action). However, you could not use it while charging, during a full attack, as an attack of opportunity, or as part of another feat that monopolizes your actions (such as Spring Attack, Vital Strike, etc.)


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The Villain Codex has a dozen neat gems within its pages, but this one in particular caught my eye.

Cunning is a no prerequisite feat that grants 1 skill rank per HD. It functions retroactively and moving forward, much like Toughness does.

It helped allow my 9th-level fighter to have 126 skill ranks. That's 14 maxed out skills! :D

Could this help other low skill classes? What's your favorite new rule from the VC?


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Though I haven't gotten high enough level yet, I plan on taking it with my shabti psychic in a Hell's Vengeance game.


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Doesn't the existence of the ghost, lich, and raise dead spell seem to refute that though?


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Just keep track of the volume limitations. They might not be able to do this to especially thick walls. If the hole is small and the tunnel long, and light conditions poor, it might not help them much. Worse, the formation of the hole might tip off the enemies on the other end (who can potentially look back or take offensive action).

Also recall that the line fo effect rules in the Core Rulebook's Magic chapter says the following:

An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect.

This means that certain attack forms through the hole might not even be possible if it isn't large and obvious.

Magically drilling holes could cause other problems as well. What happens if they accidentally open up a deadly gas pocket, into an underground river, or lava flow? The narrow opening could create a pressurized geyser that quickly floods their tunnel (and also makes a lot of noise, alerting surrounding enemies).


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Kazaan wrote:
According to Magic Jar, intelligent undead have a soul. The implication is that the original soul of the body is bound and trapped to provide the undead created with intelligence. So I'd say that, while you may be able to create several mindless undead from a single corpse, you can only create one intelligent undead.

Is there a rule stating that corporeal or incorporeal undead use up the soul of the person that was animated? I'd like to see it if that is the case.


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Corpses can be considered a cost in their own right I guess. The less corpses you need, the lower the corpse cost.

I started another thread in the rules forum for the purposes of determining the legitimacy of multiple undead from a single corpse. This thread is mostly for fun and discussion (and operates under the assumption that this "exploit" is allowed).


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Yep. We got undead fecal matter alright.

Is nothing sacred anymore?

(Not to a necromancer, apparently.)

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