Seidaku's page

Goblin Squad Member. 11 posts. No reviews. No lists. No wishlists.


RSS


3 people marked this as FAQ candidate.

TL;DR: Neither the zombie nor skeleton templates state that spell-like abilities are lost. Does that mean they are retained?

Both the zombie and skeleton template descriptions enumerate many attributes of the base creature that are lost upon applying the template. However, at the beginning of each template it states very explicitly:

Quote:

TYPE: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.

(emphasis mine)

The templates go on to list all of the statistics and abilities that are modified or lost; specifically:

  • challenge rating
  • alignment
  • type
  • armor class
  • hit dice
  • saves
  • defensive abilities
  • speed
  • attacks
  • special attacks
  • ability scores
  • base attack bonus
  • skills
  • feats
  • special qualities
  • environment
  • organization
  • treasure

These are each elements of the creature's stat block, which are fully defined in the rules here.

The following stat block elements are not mentioned in the zombie/skeleton templates:

  • size
  • init
  • senses
  • aura
  • weaknesses
  • space/reach
  • spell-like abilities
  • spells known/prepared
  • languages
  • special abilities

Spells known and languages are both things that are usually tied to class levels, intelligence and skills, which are explicitly lost when applying the templates. Initiative is a derived value, and is usually modified only by feats or special abilities mentioned elsewhere. That leaves the following statistics untouched by the templates:

  • size
  • senses
  • aura
  • weaknesses
  • space/reach
  • spell-like abilities
  • special abilities

Am I correct in interpreting, then, that a creature's spell-like abilities are not lost when applying the zombie or skeleton template?


1 person marked this as FAQ candidate.

The Mad Hallucination spell has a range listed as "close (20 ft.)". This is different from all other "close range" spells, which have their range listed as "close (25 ft. + 5 ft./2 levels)".

Does anyone know whether the intent is for the spell to be a regular close range spell (25 ft.+5 ft./2 levels), or have a fixed 20 ft. range? Any links to errata/FAQ/developer comments would be appreciated.


From the responses here I went digging further into things and discovered that, indeed, the size modifiers are absolute. They are just not presented in an obvious way:

The fact that some of the effects which change Size repeat some (but not all) of these modifiers is where my confusion stemmed from. Ah well- glad to get to the bottom of things!


Size bonuses and penalties are mentioned in numerous places throughout the rules. The Small races (Halflings, gnomes, etc) get +1 size bonuses to AC and attack rolls, a -1 penalty to CMB and CMD, and a +4 size bonus on Stealth checks. A spell such as Enlarge/Reduce Person grants size bonuses/penalties to attack rolls and AC, but do not mention Stealth checks. (The CMB/CMD adjustments aren't mentioned explicitly, but the rules for those stats account for size specifically already).

My question is: does every size category carry with it some sort of "absolute" bonuses and penalties, regardless of how the creature came to be that size? A halfling who has Enlarge Person cast upon them will have their size bonuses and penalties to AC, attack rolls, and CMB/CMD "canceled" by those granted by the spell, leaving with +0 to everything (the same as a medium creature would have naturally). Would that still be true if they were to become Medium size by virtue of the Best Shape 1 spell? It makes no mention of size bonuses to attack rolls/armor class. Likewise, there is no mention of the Size bonus to Stealth checks in any of these other sources; would a Halfling polymorphed into a Huge creature still receive a +4 Size bonus on Stealth checks?

If anyone has any links to specific rules entries I could reference for this, it would be appreciated. I'm trying to write a spreadsheet function that accounts for the mechanical effects of changes in size, but the specific effects don't appear to be consistent; ie, being "Small" from a polymorph doesn't necessarily have the same mechanical effects as being "Small" naturally as a Halfling, or from casting Beast Shape I, etc.

TLDR: I am trying to figure out if bonuses from Size are absolute (ie, a Small creature always gets a +1 size bonus to AC/etc) or relative (ie, a Small creature may get a +1 size bonus to AC if they are Small because of being a Halfling, but not if they are Small from casting Beast Shape I)


Ascalaphus wrote:
Are you creating a new monster? In general, monsters with pounce don't have trample and vice versa. Trample is something you find on critters like bisons, while pounce is more for jumping monsters like leopards and velociraptors.

Here's an example of one: Akilep, Lady of Stone (Unique Gynosphinx)


This is certainly not useful to your average monk, but..

Feral Combat Training wrote:
While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
Unarmed Strike Monk class feature wrote:
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: monk.

If your DM interprets the wording of the Feral Combat Training feat as allowing you to use your unarmed strike damage in place of your natural attack damage, the following option becomes available:

Kobold monk + Tail Terror feat + Feral Combat Training feat + Kobold Tail Attachments


10 people marked this as FAQ candidate.

The Trample special ability states that:

Quote:
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path.

The Overrun combat maneuver states that:

Quote:
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square.

Because you can attempt to overrun as part of a charge, does this mean a monster with trample could attempt to trample as part of a charge? Further, if a monster also has the pounce special ability, would it be able to perform a full attack in addition to the trample?

Finally, trample explicitly mentions trampling multiple targets as part of one action. Does this mean a monster with trample could charge a distant creature while trampling over intervening creatures? Or, alternatively, charge the nearest creature, then continue trampling along the line of the charge afterwards?


5 people marked this as FAQ candidate.

The ARG rules for creating new races detail the 'Large' size quality as providing a "+2 size bonus to Strength and a –2 size penalty to Dexterity," specifically calling out the modifier as a typed bonus rather than a racial ability adjustment. So- by that wording, it implies that unlike regular Large creatures, creatures with the "Large" size quality don't get any Ability bonuses from spells such as Alter Self or Enlarge Person, which both provide size bonuses to Strength.

Paradoxically, that means that such a race could have Enlarge Person cast upon them, grow to "Huge" size, and receive a net -2 Dexterity penalty for their trouble (since penalties always stack), with no change in Strength. Am I reading that right?


1 person marked this as FAQ candidate.

Are there any rules for the number of magic item slots non-humanoid monsters can use in the RAW? Just as humanoids have 10 fingers but only have two ring slots, I would expect similar magic item slot restrictions for monsters with an abundance of other body parts.

Just looking for specific RAW references or PF developer answers, not house rules.


I don't suppose anyone can shed some light on this? It actually extends to any mind control scenario while possessing someone via magic jar, etc. What happens if you're possessing someone with magic jar and someone casts dominate person on the body you're possessing? What happens when the magic jar ends, with the aforementioned spell?


If I, a Wizard with the Necromancy arcane school and Command Undead feat, successfully cast a spell such as Marionette Possession (or magic jar) on an intelligent undead monster, by the rules as written I should inhabit his body. As for the undead: "the target’s soul shares its body with you; it is helpless but can still use its senses. You and the target’s soul can communicate telepathically as if using a common language."

So- at this point, what happens if I use my Command Undead ability on the undead whose body I am inhabiting? It still has its senses and its own mental abilities; presumably it would still get its saving throw against it. But what would happen after the spell ends, and I return to my body? Would it still be under my command?

Or, if I'm not able to use command undead on the body I'm possessing for some reason- what would happen if someone else used their Command Undead feat on the undead body I'm possessing? Would I be commanded? Would the undead? What would happen when the possession ends, but the command undead control is still in effect?

Some confusing scenarios to be sure- I'd love to hear from people what the correct outcome is.