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Deep Crow

Tarantula's page

1,778 posts. No reviews. 1 list. No wishlists.

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Bane Wraith wrote:
Dave Justus wrote:

Anyone knows that some bad mojo tried to mess with them. This knowledge doesn't include the nature of the bad mojo, just that something messed with them.

However, if you are trained in Knowledge: Arcana you know more than the average slob, and in addition to automatically knowing you just got hit with the bad mojo, you can make a check (DC 25) to know what that mojo was.

Unfortunately, identifying a spell through the nature of the "bad mojo" alone (assuming you mean a successful save) Directly contradicts the printed rules. As far as I can see, the only interpretation remaining is the ability to identify the spell via other elements.

Spellcraft in 3.5 required you to see the visual/somatic components to identify a spell as it was cast. PF removed that language, but most people still follow it.

Knowledge(arcana) doesn't (and as far as I know never has) made that a requirement. Presumably, if you are knowledgeable about arcana, you know what spells feel like when you are the target of those spells. As a result, you can make a check, whether you saw it being cast or not, based on being the subject of the spell.

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Acrobatics does not take an action, and is made as part of another action.

I see no reason to disallow making the charge, and having an acrobatics check to longjump over the difficult terrain, and the charge is interrupted if you fail leaving you in the square you landed in.

You are not allowed to make a charge through squares which slow movement. If you succeed at the acrobatics check, the square does not slow your movement. Therefore, the charge is valid. This is a similar argument to the dragon style. It states that while you are charging you ignore difficult terrain. If you can't start a charge to begin with, then you can't ignore the terrain.

Here's an example:
A wizard readies an action to cast a spell if the orc charges.
Orc charges at the wizard.
Wizard's ready action comes up, he casts Expeditious Excavation to block the square in front of the Orc, preventing his charge.
The orc now must carry out his declared action, a charge. But a charge is invalid. Does he now
a) lose his action and stop at the edge of the pit
b) lose his action and not move at all (since he can't carry out the charge)
c) get to make a acrobatics check to jump the pit and then continue his charge if successful

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Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you.

The rules do say, any creature within your reach, including the creature that is grappling you. I could see reading this to mean; you can attack any creature in your reach OR the creature that is grappling you, even if it is outside your normal reach.

I think that makes decent sense, and isn't too convoluted of an interpretation.

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How has no one posted the actual text yet?

Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

The only explicit example of a distraction or threat is combat. Anything other than that is GM choice.

Another thing to point out, is that you can take 10 when you fear a poor roll might fail. There are some exceptions, such as swim skill calls out that you cannot take 10 in stormy weather. However, for the most part, you can always take 10 if you are not in combat. At least, thats the rule of thumb my group uses. "Are we in initiative rounds?" No? Then take 10 away.

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Malachi Silverclaw wrote:
Tarantula wrote:
The weapon category of a medium size dagger is unchangeable for a medium sized character. A medium dagger is ALWAYS a light weapon for a medium character.

So you're saying that if you don't change any of the variables then the variables remain unchanged? Thanks for that.

Meanwhile, cast enlarge person on a medium creature and that medium dagger is no longer a light weapon for it.

Size is also mutable.

If you cast enlarge person on a medium creature, then the medium dagger also becomes large, and is now a light weapon for the large creature.

If you cast it on a medium creature, and then he picks up a medium dagger, then he cannot wield it, as it would have changed below a light weapon.

"The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all."

Also, there is this rules text which I just quoted which specifies you change the type of a weapon for size differences. There is no such statement for actions other than standard to move.

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It should state in the creatures ability which spell it emulates.

In this case, its like Giant Form 1. Which says: "If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, rend (2d6 damage), regeneration 5, rock catching, and rock throwing (range 60 feet, 2d6 damage)."

Those are the abilities you would get. Flash of Insight is not listed, so you don't get it.

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Malachi Silverclaw wrote:

Whether you make the choice yourself or the choice is forced upon you, both 'weapon category of a medium size dagger' and 'type of action required to perform a task' are variable. They do not equal the qualifier.

Evidence? What action type is 'cast a spell'?

Each spell has a specific action type to cast it. Most are a standard action. Quickened spells are a swift action.

The weapon category of a medium size dagger is unchangeable for a medium sized character. A medium dagger is ALWAYS a light weapon for a medium character.

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Bandw2 wrote:

the eidolon never gets the bonus con, so temp hp isnt improved

to clarify it only ever effects the summoners con.

the con you get from your eidolon only counts for effects on your person. aka HP, not temp hp. so when it gets +2 your normal hp increases not temp.

While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor.

The belt of Con provides +2 con bonus. Fused Con = eidolon con. Fused still gets benefit of gear. Fused gets +2 con bonus.

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Jose Suarez 310 wrote:
OMG everyone says something diferent lmao, why don' we all hit FAQ and let the rules question guys take care of it? I need everyone here to press FAQ, please do it!.

It is clear in the rules what happens.

As an example, lets take a level 1 summoner synthesist with Con of 10.

Assuming he took the bonus skill point for favored class, he has just max hit die plus con bonus for hp, 8.

If he fuses with his eidolon, his Con becomes 13. He still has 8 HP, and d10 + Con bonus in temporary HP. (I'm not sure if eidolons get full HP at 1st level, but I doubt it, so I'm going with the average of 6).

6+1(Con) = 7 temporary HP.

His HP look like 8(15).

Great. Now lets give him a belt of Con +2.

On his own, his Con is now 10(12), and his HP is 9. Pretty simple.

Fused with the eidolon, Con becomes 13(15). +2 bonus total. Temp HP is d10 + 2 or to go with the example earlier, 8 temp hp.

9 + 8 for hp, or 9(17). Tada!

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You could.... feed the Tarrasque other animals/magical beasts that you have pup shaped?

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But you could try it out on the Tarrasque...

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It does look like it works. 1 arcane point to greater disruption, and as long as you beat the DC by 5, you get that point back. If you beat the DC by 10, you get 2 points back.

Although, as far as action economy goes, its pretty bad.
Cleric cast light (standard)
Arcanist greater disruption (standard). About 50/50 chance of getting 2 points back.

Also you'd have to be at least level 13 to do this, and any reasonable GM would probably just say no to it anyway, but RAW it works.

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The BBEG casting begins, you interrupt it. If you shot him with an arrow instead, it would happen during his casting, and cause him to need a concentration check. He has already selected which spell he is casting, as that is step 1 of cast a spell.

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slin2678 wrote:
Tarantula wrote:

Now here is the fun part.

"You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect."
Based on this, I think it implies that you have determined which spell you are casting already. Thus, upon completion, you can make these decision. This leans more towards readying to cast a specific spell rather than readying to cast a spell.

When the spell comes into effect is different than when you start casting it.

Casting a spell:
1) Choose the spell
2) Concentrate (If you are injured/cast upon/grappled/moved/defensive/etc)
3) Aim the spell.
4) Determine affects.

Until you get to 3) you don't have to worry about the target. Once you start with 1) you have lost the slot.

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VampByDay wrote:
Runner wrote:
As a thought... if you can co-operate to make magic items and the end result is a normally Divine spell in an arcane item, (say a wizard and a cleric work together to make an arcane wand of cure light wounds), while neither of them can use it without UMD, there may be others who can. (such as a bard, who is an arcane caster with Cure light wounds on his list)
Or a witch!

Or a duck!

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OldSkoolRPG wrote:
Tarantula wrote:

First you must choose which spell to cast.

If your condition never comes up, you never start casting the spell, and you never lose the spell slot. Once you choose the spell that is being cast, the slot is used, whether the spell goes off or is interrupted/fizzled.

I completely disagree with that. Consider the following:

BBEG readies an action to attack Wizard Wally if he attempts to cast a spell.

Wizard Wally declares he is casting magic missle at BBEG

BBEG attempts to fire an arrow at Wizard Wally thus provoking an AoO from Fighter Fred first which results in BBEG being chopped in half by a greataxe.

Wizard Wally does NOT loose his spell just because he had named which spell he was intending to cast and never got to actually cast it.

Sorry, but no.

"If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."

Wizard Wally declares he is casting magic missile. He marks the spell off.
BBEG has his readied action go off to ranged attack Wally.
Fred gets his AOO for the ranged attack, and kills BBEG.
Wally's magic missile goes off, using the spell slot. Wally already started casting the spell before BBEG was killed.

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Area 20-ft.-radius emanation centered on a point in space"

"Burst, Emanation, or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends.

An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres."

Alarm is an emanation area spell. Emanation spells function like burst and they last for the duration of the spell. Burst affects creatures in the area. Therefore, alarm spells affect incorporeal creatures in their area, and have a 50% chance of going off when the incorporeal creature enters the area.

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Equipment wrote:
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

This shows pretty clearly that weapons are exclusively light, one handed, or two handed weapons.

I really doubt the intention is to grant the ability to use dex for attack, damage, and dodge to AC. Why bother having any strength at that point?

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Spell Combat wrote:
To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand.

The fact that the ability says they can't?

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Note that there are a number of effects and prerequisites that rely on a character's level or Hit Dice. Such effects are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class.

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I read it as this: Unless you make a sleight of hand check to conceal a weapon, then it is not concealed. So, if you want to underhanded suckerpunch somebody, make a sleight of hand check, and they get their perception against it. Unarmed strikes are light weapons, so they qualify for being concealed. I'd even go so far as to give the unarmed strike a +6 to conceal, as a shuriken grants a +4, and I think it would be easier than that to hide. Add in the +4 from the underhanded talent, and the sleight of hand check is at a +10.

If their perception check was lower than your sleight of hand check, they were unaware of you preparing to strike them, and you get the talent benefit. If their perception was higher than your sleight of hand, they see you make a fist, or otherwise somehow "tell" than you are prepared to attack. (Popping knuckles, something, explain it however you want).

I see the intent of underhanded is to offer a sleight of hand vs perception check, that if you succeed you get the benefits of the talent. So allow it that.

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Just to muddy the waters more...

You can cast a quickened spell (see the Quicken Spell feat), or any spell whose casting time is designated as a free or swift action, as a swift action.

So you can cast spells which take a free action as a swift action if you want.

1 person marked this as a favorite. wrote:
I suppose my real point was why does he want to jump up in here and tell everyone else to take their balls and go home too lol

Because people regularly quote D20 and say "the rules say EXACTLY THIS!" when in fact, they don't, and the person has quoted text that the D20 site has added. Quoting from different sources when there is only 1 RAW source is not helpful in a rules discussion. That is why he tells people to quote the GRD/books exclusively. I agree.

I do appreciate your site, and use it more than the GRD when building characters/referencing rules at the table, but when arguing the exact wording and semantics, there is no substitute.

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A horse with 3-4int still isn't "near human" and the clarifications from Animal Archive show you still use the Handle Animal skill to control them.

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Hangar, if you can show us where it says a bastard sword is a 2-handed weapon, I might agree with you. Until I see that, it is a 1-handed weapon.

If you can show where it says it is a 2-handed weapon, then we need some errata, because it is a contradiction in the rules with where it says it is a 1-handed weapon.

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Malachi Silverclaw wrote:
What kind of coffee-maker do you want? : )

Can you make it the kind where I can make my coffee from the ink of RAW? Then I can say I drink the rules for breakfast!

P.S. This is a terrible idea and no one should ever try it.

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Malachi Silverclaw wrote:
Tarantula wrote:
CrystalSpellblade wrote:
Personally, I'm of the opinion that all weapons were written with Medium sized creatures in mind and that the Core Rule Book describes what a medium sized character needs to wield a medium sized bastard sword and that a medium sized creature would need 3 hands to wield a large bastard sword as a martial weapon, but that's not supported in the RAW.
I agree with this very much. Thanks for articulating it better than I could.

In this case, opinion be damned! It's provably untrue!

For a medium creature, no matter what proficiencies the creature may or may not have, a medium bastard sword is a one-handed weapon, therefore a large bastard sword counts as a two-handed weapon for the same creature.

Not three-handed. Two-handed. Nothing in the description of the weapon changes what category the weapon is (light/one-handed/two-handed). What it says is about what proficiency you need (simple/martial/exotic) to avoid a -4 non-proficiency penalty!

A character can use a bastard sword two-handed as a martial weapon.

Previous Assertion 1: A medium sized character who does not have EWP(bastard sword) cannot wield a medium bastard sword in one hand. This is per the bastard sword text.

As a result of A1, it makes no sense to allow a medium sized character to wield a large bastard sword in 2 hands at only a -2 size penalty. When if they were enlarged to large size, and then picked up the large bastard sword, they could not one hand it.

Logically, this means that a medium character should be able to wield a medium bastard sword in one hand at the -4 non-proficiency penalty. This reinforces the fact that a bastard sword is exotic for one handed use, and does not have a crunch limit on being wielded in one hand. "A bastard sword is about 4 feet in length, making it too large to use in one hand without special training;" is fluff, and everything after the semicolon is crunch.

Therefore, I am changing my opinion. As currently is written, a medium character who does not have EWP(BS) should be able to use one hand to wield a BS at a -4 non-proficient penalty, and could use 2 hands to wield a large BS at -4 non-proficient and -2 size penalties.

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You know if you dealt damage or not (that is a player roll). Usually DR can be described as even though you rolled 8 damage, it doesn't seem to effect the creature, or the wounds seal up almost immediately.

You don't know how many HP the creature is at, or how much more it takes to kill. A common house rule is to say it looks "bloodied" when at or below 50% HP.

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Flurry is shorthand for Flurry of Blows, which is the core monk ability. A maneuver master monk trades out flurry of blows for Flurry of Maneuvers. I think we should be specific as to which is occuring, FoB or FoM.

FoB is not usable with natural attacks except if you have feral combat training, which lets you pick one attack to use with FoB.

FoM is a normal full-attack action, that provides an extra maneuver check during it. You could absolutely TWF with a FoM and get unarmed/unarmed/claw/claw/bite at the appropriate penalties.

So, a level 1 monk maneuver master using FoM who also has TWF and claws & bite would attack at: Combat Maneuver -1/unarmed -2(from TWF)/unarmed -2/claw -5/claw -5/bite -5.
If any of those attacks were used to make a combat maneuver (such as trip, disarm or sunder) it would be at another -2 due to the FoM text giving any maneuvers performed during it a -2 penalty.

You can't use the same limb to make multiple attacks.
CRB: Combat: Natural Attacks: "You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack."

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Its doubtful the horse has a better climb score. And it is up to the GM to determine what a horse can climb. Since animal companions only get 1skill point per HD, and horses having the scent quality, most PCs I've seen put points into survival, perception, and if you want for narrow frame, escape artist. Already, thats 3 of you limited skill points.

Additionally, do you never see horses with barding? Heck, cavalier horses get light armor prof as a bonus feat. So that horse is probably looking at -1 or -2 to its climb check from armor.

I don't agree a horse can climb a net suspended at an angle with nothing underneath it. Sure, the horse could get started on it, but once its legs were through the holes up to its belly, it doesn't have a way to pull a single leg out at a time to continue moving up. You're better off just tying the net around the horse, and having multiple characters hold the rope to raise/lower the horse. Or just have the wizard cast levitate (assuming the horse&equipment is light enough).

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wraithstrike wrote:
We already know they are not 1-handed martial weapons because with the martial proficiecy feat you have to use two hands to wield them.

The fact that you need to wield them in 2 hands, does not change them from small objects (1-handed weapon) to medium objects (2-handed weapon).

The restriction is that you cannot wield them 1-handed at all without the EWP feat.

The exception, is that if you use 2-hands, you can treat them as a (1-handed) martial weapon.

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Use tactics/positioning to make it hard for the monsters to move around/avoid the high AC characters.

The stand still feat can stop the monster from moving if it is hit when provoking from movement (such as trying to get around a high AC PC).

The easiest way to say "attack me" is to do lots of damage. The tricky part is balancing "enough damage" with "enough AC".

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I do agree that classes with more customization are generally what I prefer. Reason being, I can play 2 characters of the same class, and have completely different experiences.

Cavalier is sort of forced into "mounted fighter" role. Sure he can do okay not mounted, but it isn't the point of his class abilities. Its like saying a rogue can do ok without using sneak attack.

On that note, the fact that the class is not very open, doesn't mean it is bad at what it does.

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Druids who are wildshaped still count as humanoid(human/dwarf/gnome/etc.) and are not valid targets for animal growth.

The magic polymorph section says: "You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell."

Since wildshape functions as beast shape 1,2,3 which are polymorph spells, no other size changing spell can stack with them.

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Artanthos wrote:
blackbloodtroll wrote:

Reincarnated Druid.

Hit 5th level, and you just keep coming back.

So, random 20th level Bartender kills you for no reason?

Wait, and you get reincarnated.

Until the barbarian tracks you down and kills you a second time.

There is a period of time where the reincarnated druid is vulnerable.

You know that at 3rd level druids become unable to be tracked, right?

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relyanCe wrote:
As for rerolling, I asked to do so the moment he said "4 Ki points", because I knew then and there it had nothing to do with balance and everything to do with arbitrating against a class he doesn't like, but he is not allowing rerolls. Probably going to just move on.

"My character retires, because he realizes his abilities are worthless in this universe."

"Can I make a new character, or should I see myself out?"

If he does let you make a new one, make a wizard/sorc. Anytime he says something about physics, just say "magic."

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RAW states no size restriction. Compromise of 1ki per point of size difference is reasonable, based off ki throw.

If he really hates monk's that bad, why not play something he won't make less useful?

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It is a unique thing monks get. I'm all for monks (or others picking up crane wing/deflect arrows) getting little weird abilities.

If something requires a hit to work (deliver touch spell) it does not count as a hit, so the spell or effect is not delivered.

Likewise, if something requires a miss to work (such as an ability that grants a re-roll) it does not count as a miss, so you cannot use that ability either.

This lets the monk avoid damage from an attack, and completely neutralizes the attack. Otherwise, you could deflect an attack, have it count as a miss, and if they have an ability to re-roll, suddenly, it hits. Which is weird itself.

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Natural attacks are how to resolve attacks made using a natural weapon.

Natural weapons are not an item. You can't buy them. They are granted by the creature you are, or by a class ability/feat.

There are not two separate rulesets. If you attack with a natural weapon, it uses the natural attacks rules. You don't get to decide.

This is true for catfolk, clawed tengu, half-orcs with bite attacks, alchemists with claws, beast totem barbarians, sorcerers who grow claws, eidolons or any other creature/monster that has natural attacks.

In fact, eidolons might be your best bet to see all the discussion about manufactured vs natural weapons, and how they interact.

The claw blades is an item, that changes the cat claws from a natural weapon to a manufactured weapon. As far as I know, this is the only such item that does this. So catfolk are the only ones who could possibly TWF with claw blades.

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It was not an assumption, it was clear TWF worked with unarmed strikes.

Natural attacks are not treated "as normal weapons for most purposes". Here is the bit from the core book:

PRD wrote:

Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.

Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.

You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

You can never use your iterative attacks with a natural weapon. That is not unclear, it is stated explicitly.

Monk unarmed strikes are: "A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

Spells or effects. It is not actually a natural weapon. It is a bad example.

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Proximity: This trigger activates the trap when a creature approaches within a certain distance of it. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular square. Creatures that are flying can spring a trap with a proximity trigger but not one with a location trigger. Mechanical proximity triggers are extremely sensitive to the slightest change in the air. This makes them useful only in places such as crypts, where the air is unusually still.

The proximity trigger used most often for magic device traps is the alarm spell. Unlike when the spell is cast, an alarm spell used as a trigger can have an area that's no larger than the area the trap is meant to protect.

Some magic device traps have special proximity triggers that activate only when certain kinds of creatures approach. For example, a detect good spell can serve as a proximity trigger on an evil altar, springing the attached trap only when someone of good alignment gets close enough to it.

There is two ways to look at it. Either you disarm the alarm spell providing the trigger at a square adjacent to where it can detect, or you can never disable one, because you would always make it trigger on squares blocking the path to the disarm point.

Since it says you can use disarm device to disable a magic trap, it implies you are able to do so without setting the trap off, and therefore, you must be able to disarm the proximity area of the trap, and not actually have to get to the point in space the trap itself is located.

Think of it like a magical tripwire you are cutting. With disable device. Magically

As for visual traps, depending on the spell used for the trigger, they have different bonuses to perception. For those, you have to stealth up to the trap, without being seen, then you can disable it.

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Kimera757 wrote:
Also note that the "panel" to disable the trap could easily be far behind the trigger zone. The cold projector could be 60 feet from the edge of where the cone will reach. (The rogue, or anyone else for that matter, pretty much has to risk triggering the trap before they can even disarm it.) Although of course some DMs won't like this idea.

This is a little rediculous. The trigger is the point you are disarming. How could you possibly have to go "over there" to disarm the trigger which is here?

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blackbloodtroll wrote:

Honestly, this much restriction can create a number of bland NPC style characters.

Nobody below 10, and no one above 16.

A group of cardboard cutouts, each painted up, to look unique.

By the way, I am thinking I will build this "Vanilla Man".

Like a super hero, who has the power, to be average, at everything.

Might as well make him a rogue then.

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Sean K Reynolds wrote:
"Brothel" was changed to "Dance Hall" late in editing, but some of the text references were missed. The icon is on page 224, row 1, column 2.

So the main dance is the horizontal mamba?

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Sounds like you want a custom resilient sphere that is allowed to be moved.

Or... can you make a floating disk, stand on it, then put a sphere on the disk, and command the disk to move your sphere around? Sphere only states people can't move it. (Which, makes me think non-humanoids could? Maybe just outsiders?)

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PDT is in the house!

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As I said earlier, it is total cover.

GRD wrote:
Total Cover: If you don't have line of effect to your target (that is, you cannot draw any line from your square to your target's square without crossing a solid barrier), he is considered to have total cover from you. You can't make an attack against a target that has total cover.

Until the ice is broken, you cannot make an attack against the character in the ice.

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I agree, no CdG without breaking through the ice first. It is effectively total cover until the ice is broken.

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DrDeth wrote:
So he just kills the paladin in his sleep. I think betting on the Paladin to win a PvP is not a sure thing. What happens if the paladin loses? Pally rolls three consecutive ones, the PvPer rolls several crits.

The paladin's god intervenes, and lets the paladin re-roll those ones. Or just outright blasts the problem PC out of the campaign. Character gone. The end. Have him make one that works with the group, or leave.

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Hmm, you're right. By the wording on punishing kick it does not use a trip attack, so you could punishing kick that naga right into the floor.

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