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Armistril's Shield

blue_the_wolf's page

Pathfinder Society Member. 1,263 posts (1,290 including aliases). 2 reviews. 2 lists. No wishlists. 1 Pathfinder Society character.

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I was just wondering how people feel about size modeling in pathfinder.

on the one hand i feel that the simple changes to STR, DEX, AC and bonus to his are way to simple, and lead to some ridiculous comparisons

on the other hand I know that complicating the process is a slippery slope.

Do you know of any alternate systems that work well?

what ideas have you considered or implemented for size increments?

I have considered a few very simple ones but they do lead to some changes the GM would have to be wary of (enlarge spells become much more powerful)

do you think it works well enough as is... or do you think a hypothetical revamp of the paizo system could readdress this in a simple but functional way?

Any one know what this ability is?

There is a feat, or ability somewhere that basically says you can occupy the same space as a creature two size categories larger than you and you gain cover from the creature.

I just cant seem to find that ability anymore. Does anyone know what ability that is?

So I want to drop a curse on a player.

the enemy is a tricksy caster who uses heightened spell and other abilities to raise curse to a difficult to resist level.

anyway the caster would like to curse a player to have the extreme desire to urinate when ever he enters battle he is overcome with the need to Urinate.

thematically he must either go pee, do the peepee dance, or fight distracted by the need to pee.

Mechanically he must either suffer -4 penalty on attack rolls, saves, ability checks, and skill checks

do the peepee dance for 2 rounds and get laughed at by the enemy)

or actually go and urinate (about 10 rounds)

I think this fits the rules and theme but I want it to be fun and annoying, not annoying and punishing.

would this work?

So.... A common thread is that warriors are under powered and casters are over powered.

I'm not sure how i feel about this.

Personally i dont quite see the issue (on the other hand i recently expressed a gripe about paladins which most dont agree with so maybe i am just all around in the minority)

Any way. I want to try something. Please dont respond to any other posts ONlY answer this question.


Please only answer that question and dont argue with some one else's opinion. I know this is a touchy subject and am not looking for a flame war.

I know it will be hard but please try. Post as much as you like as thoughts come to mind but at the end of every post please copy this line into the bottom of your post.


i respectfully ask that you do not respond to my post either positively or negatively and only give your answer to the OP question.


NOTE: This is not a troll or fishing for arguments. Although I know debate will happen I am asking an honest question.

My friends and I debate this and I wanted to get a community perspective. some people love the pally and others hate them.

from both a player and GM perspective I find the Paladin to be overpowered.

there are 3 primary reasons for this.

Smite, Resists, Action Economy.


1) SMITE: Smite is pretty straight forward. Huge burst damage, bonus to hit, bypass DR, and extra bonus damage to undead, evil dragon and evil outsiders not to mention bonus to AC.

Smite is not a huge problem. its very powerful bordering on over overpowered when used and it can turn BBEG battles into 1 or 2 round slaughters. I don't believe its balanced by "the only works on evil targets" because the vast majority of what you face will be evil, and many are undead, dragons or evil outsiders. having said that every class needs its awesome sauce and smite certainly fills that role.

2) resists paladins are hugely resistant.
a: Divine grace is a huge bonus to paladin saves making each 2 point bonus to charisma more beneficial to paladins than almost any single stat to any single class.
b: paladins become flat out immune to disease, and Charm and eventually compulsion. so even if you were able to overcome the HUGE saving throw...

again these resists are pretty awesome sauce but great flavor for the incorruptible paladin. not overpowering in and of itself but...

3) Action Economy This one seems hardest to quantify but many of the paladins special abilities cost very little to use.
A: a paladin can self heal as a swift action... not even a cleric can do that under normal circumstances,
B: A paladin can activate smite as a swift action.
C: a paladin gets a line of Litany spells that are very powerful and cast as swift actions.
not to mention other highly useful swift and immediate action spells
D: A paladin can pinpoint detect evil as a move action, not super powerful and usually ignored but still applies to the point

The action economy of a paladin is (to the best of my knowledge) unmatched by any other class. they simply have way more things that can do that are both powerful and have little impact on their ability to apply full attacks or movement to a round.

Again as with the other abilities they are all very powerful and a class needs very powerful things to make them fun. but the paladin simply gets too many of them. (IMHO)

MY OPINION is that If the Paladin didn't get ALL of these abilities or if each ability were more reasonable I would feel better but I find that more than any other class the paladin just has too many answers and too many options making it skew party dynamics and too much of a show stealer.

How do you feel about the class in terms of balance?

EDIT: I would like to further add that my opinion is based on a group dynamic perspective not a solo or dualist perspective.

can you make a spell harder to resist by putting it in a higher spell slot?

for example suppose a level 15 caster wants to cast a harder to resist charm person.

can they put it in the slot of a 7th level spell to raise the DC? by 6 or 7 points?

can you make a spell harder to resist by putting it in a higher spell slot?

for example suppose a level 15 caster wants to cast a harder to resist charm person.

can they put it in the slot of a 7th level spell to raise the DC? by 6 or 7 points?

The spell Shadow Walk allows the caster to travel great distances quickly it also says.

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

My question is, what planes border the plane of shadow?
And where is this documented?

I am running a campeign in which one of the adversaries wants to cast a spell on the players which is greatly improved by having a pit of the target (hair, nails, etc.)

If the group fights some minions and are injured and then the minions run away I can always just say that the enemy has their blood to use in the spell.

but I was not sure if that would be too trolly so I wanted the players to experience the bad guys actually taking things from them even if they dont get why.

thus I want some minions to attack them and cut off a piece of hair or take a literal bite out of some one ripping off a bit of flesh.

my question is... how should I handle this... does the bad guy SUNDER a characters hair? do a GRAPPLE then bite? should i just say the bad guys are acting strangely "After cutting you he looks at his dagger smiles and runs away" etc etc.

any ideas?

Can one use their attacks in an order that is the standard?

I know that one can use primary and secondary in any order claw/claw/bite or bite/claw/claw or claw/bite/claw

But what if i normally attack with my sword at +20, +15, +10 can i chose +10, +15, +20 instead?

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In pathfinder most effects with a random number are unknown

if some one hits you with a spell that leaves you fatigued for d4 rounds you dont know what the result of the roll is untill you are no longer fatigued.

when a monster uses its breath weapon is the cooldown known to the monster?

I like to take into account what my monsters know when they are deciding what to do. I may know that the player can magically teleport his weapon back to his hand as a swift action but if the disarming ninja does not know this he is going to try and disarm as usual.

With that in mind when my dragon breaths fire on the group he would act differently knowing his cooldown is 1 round than if its 4 rounds.

would you say the dragon knows he cant breath fire for anther 24 seconds as opposed to being able to do it again in 6 or 12 seconds?

On a side note... when the dragon breaths and I roll a 1 on the cool down... does that mean he can breath next round or the round after?

i am trying to lock down how transformation bassed secondary attacks fit in with a characters attacks per round.

for example.

BlueBear has a one hand weapon with which he makes 3 attacks at +25 / +20 / +15

Through the effects of some spell or ability he remains humanoid but gains claw and bite secondary attacks.

when he attacks does he basically get his 3 normal attacks PLUS claws and bites?

If he is using a one handed weapon in one claw does he basically get 3 stabs with the sword then a bite then a claw?

how would these extra attacks break down is it +25 sword, +20 Sword, +15, sword, +10 claw, +5 bite?

or do you simply get to replace a sword attack with a claw/bite attack if you so chose?

and if I replace a sword with a claw for example... does that mean an aditional -5 to the itterative attacks because its a secondary attack?

so I could do +25 sword, +15 claw, +15 sword.

what would be the rules for casting while swimming or underwater.

character falls out of a boat. he is swimming... attempts to cast a spell: whats the concentration check (assume rough water)

same character fails his swim check and is now underwhater holding his breath: whats the concentration check, whats the penalty to trying to cast under whiter? (normal standard action penalty?)

Same character reaches the bottom of the water and is no longer attempting to swim but is still completely submerged: what is the concentration? can they cast while submerged without immediatly drowning?

Subject A stealths up to a sleeping Victem known as Subject B.

Subject A has an attack such as a blood sucking attack or small needs or something that can be used in a more or less painless manner.

subject A attempts to use this in an attack on Subject B which is designed to NOT wake subject B.

Is this Possible?

How would it be handled in the rules?

how do you run this encouner.

the PC is fighting a flying enemy.

the enemy wants to pick up the PC Fly up and drop the PC.

what steps and what abilities does the Monster need to complete this task?

what size limits are applied?

So I have been looking at scry and have found it to be... basically a broken spell.

Scry spells are either useless or over powered depending on how you read and use them.

easy to resist, takes forever to cast (except greater), darn near announces its presence, a person scrying some one is almost as likley to give up more information about him/her self than gather anything viable from the target.

at the same time If it were good enough to be useful it could break all kinds of things, why bother with apies and traitors, every one knows the danger of scry-port tactics, and do we really need players spamming scry to fast forward through all of the fun parts of an adventure?

So I am trying to figure out how to make scry more useful.

First I think we have to decide if the spell is meant to be offensive or just utility.

Offensive means I can use it against my enemies, Utility means its more of a tool to enhance ones own forces. A leader for example may use scry to keep an eye on his forces, or to communicate with an important person at a given time.

Or maybe its supposed to have some other use entirely... like just a way to let the players know that the bad guys are on to them.

I am trying to think up ways it can be used as is or that i may house rule to make it more useful in one way or another.

I welcome any input.

In the real world lead not worth much because its soft, heavy, dirty and poison to boot. Out side of batteries, and glaze its not much used today.

But in the game world it has amazing properties.

it blocks scrying and detection spells.

in the game world pretty much every important place from jewel cases to throne rooms beg to be lined with the stuff. not to mention its probably an important ingredient in all manner of anti magic paraphernalia.

How much should lead be worth in game? equal to copper? maybe even silver?

OK not silver... but its gonna be up there.

It appears to me that detecting scry is extremely easy and i just want to run it by every one to see if i am understanding it correctly.

Scenario. My group is sitting next to a camp fire and the enemy casts scry targeing me.

1) First if i have casted detect scrying in the last 24 hours i know i am being scried immediately, no questions asked AND i can make an opposed check for a chance to glimps the person scrying me.
Also if i happen to be in a lead lined room, tent, sleeping bag or possibly fedora i again automatically sense the scrying even as i avoid its effect.

- no real questions here

2) i dont have detect scrying up but I get a will save vs the scry normally about a dc 14 save correct?
- If i make the save the scry just fails, do i know some one attempted to scry me? Or does the spell simply fail to find me?
- If i fail the save i get scried. An invisible sensor finds me and can see me and 10 feet around.

3) having failed the save there is a scry sensor floating up there looking at me. I dont sense the scry but i get an automatic perception vs dc 24 or so to notice the scry sensor.
- can others in my group attempt to notice the sensor?

Note. I am purely asking RAW here, i am not trying to figure out how a guy sleeping in a lead lined room know that some one has attempted to scry him i am just trying to understand the rules for future consideration.

So I would like to concept a BBEG that has few or no spells, is an epic battle, and still gives the group a run for its money.

I want it to be powerful, but not one shot players (except maybe on a good crit)

i want it to have good defenses but not be nearly impossible to hit or cast against.

I want it to require more than spell dump/full attack to kill it.

lets balance this for a group of level... say 10. so they have access to some hefty spells like hate, chanells and buffs.


Off the top of my head I am looking at something with multiple attacks like a modified dragon or simply a Bad Bobby with an adamantine great axe he can swing 5 times...

I feel fine giving him some basic AOE like a breath weapon because I expect the AOE to be generally a less effective attack than the melee only used for its area effectiveness.

AC would be high but not too high... i want the heavy melee classes to hit with about 1/4 to 1/3 of their primary attacks. remember with haste around that usually means 2 or 3 full attack bonus attacks per turn.

SPells, I dont want him to have too many spells. maybe some defensive things like mirror image or blur. or maybe some utility spells like true sight, but nothing spectacular, this is a melee brawl.

this monsters claim to fame will be survivability. I want it to survive at least 10 rounds of combat getting hit hard by fighters, paladins and flanking rogues, not to mention a spell caster doing his best to get thorugh his spell defenses.

I want everyone to be usefull so no anti-magic or too many immunities fields but a high SR and Saves is nice.... also a dynamic and interesting spell defense that a caster has to figure out may be interesting.

also a great durability... I find DR, hardness and fast heal to be rather limited... unless they are closer to 25 than 10 so I think a simple enormous hitpoint pool will suffice. like 500 or so. or a combination (300 Hitpoins hardness 10 + fast heal 20 with the intelligence to avoid damage and heal when possible.)

any geneal ideas that may point me in the right direction?

So... I am considering a system to limit extreme skills.

The game gets a bit... rediculous when a character achieves a skill level that pretty much negates cirtain aspects of the game.

beyond the simple difficulty of building an adventure around a character with +30 or +40 to a skill comes the issues of group balance.

even more difficult comes the issues related to players knowing they have tweeked their character to some ungodly level demanding an ungodly results.

How do you think about this. Do you think that having characters that legally can see an invisible pixy from 100 feet away adds to the game or breaks it.

do you think that anything a player can tweek the rules to do should be acomodated by the GM or is there a mutual responsibility to a balanced game?

should the GM, fased with unreasonably focused characters simply bend the story to mitigate those insane skills or should the players basically get to cake walk where ever their special skills are concerned as a reward for focus?

I am considering a home rule that limits ultra high skills without taking away all incentive to level up a skill.

something relativly simple like at some point skills increase at a rate of 2 for 1 and later 3 for one...

or maybe some kind of RP penalty for excessiov skills (some one with a super high perception gets a penalty to sudden light or sonic attacks as an example.

just exploring the thoughts and ideas.

im wondering how passage through field effect things.

if 4 characters are in a long hallway.

50 feet ahead of them is an silence bubble.

50 feet beyond the bubble there is something creating a loud noise (source is irrelevant)

do the players here the sound? in other words does the sound pass through the bubble, any one inside would not hear anything but does the sound continue on the other side.

in a similar (but totally different sense...

same 4 characters, this time the characters are 20 feet from an anti magic field and 15 feet beyond it is a lich, wearing magic items and cloaked in an illusion making him look like a run of the mill guard at his feet is a small invisible imp the only light in the hallway is a daylight spell anchored just outside of a false window across from the guard.

each character has a different effect up, Detect magic, detect evil, arcane sight and true sight.

how would this effect the characters ability to see.

would any one detect evil or magic? would any one see the invisible imp? would they see through the illusion to recognize the lich as not what he appears?

would they even be able to see anything?

I guess what i am asking is... does the antimagic field block the radiation of magical effects or just the source.

will the light from the daylight spell radiate through or no? will a lightning bolt cast on one end wink out as it passes through the field and continue on the other side... or just dissipate? etc etc etc.

does any one know of a good general purpose set of information for construct creation?

I allowed my player to get/build a construct and the player wants to add to it... i want to allow it but I also want to see if there is anything like a race guide or magic item creation guide for constructs

any hints?

There is a situation coming up that requires the players to fight while balancing on 6 inch wide beems.

the stated acrobatics check for walking on these beems is DC 15

but how do i modify that in combat?

do they take -10 while moving at full speed? do they have to make an acrobatics check every time they swing or are hit?

do they get a +10 for attempting to move carefully?

I like to tweek my mobs. change feats, treat them like creatures that actually want to live rather than be speed bumps.

I will sometime swap out monster feats.. for example winter wolves that live in a deep forest where everything off of the trail is hindering terain may all swap improved initiative for woodland stride. or something to that effect.

its not scientific. I dont spend hours balancing the value of the feat they lose for the one they gain. I just do what makes sence or makes the encounter more entertaining (in my opinion)

I have a player that considers this fun and entertaining. monsters are more unique and encounters less predictable.

I have another player that considers this annoying and cheap. monsters have stats because thats the way they are supposed to be. change a winter wolfs stats its not a winter wolf any more, mod the game and your not playing pathfinder your playing some other game.

just wondering how other people felt about this kind of activity.

I generally run an open table meaning all rolls, mine and players, are on the table.

I recently had a player attempting to make a stealth check roll the dice, get a 1 and say "i dont think i stealthed well enough so i am going to try again."

to which i replied, "your character has no idea he rolled a 1 you have to keep that roll"

my mentality in this is that, especially in opposed checks, the character really has no idea, as a character, the full effect of their skill check. they do their best and thats it.

the player basically states that a character would know, for example they try to stealth through the trees roll a 1 step on a stick and stop moving to re stealth.

I understand the characters point on this... but when run that way everything is essentially a take 10 or 20 ... since anything less than 10 and the player says... ah... i try again.

Im wondering how other GMs rule this.

I personally stick by the 1 roll no kibitzing mentality, though my players then just go "ah... next round I will stealth again" tehn if the roll is like an 18 they expect to cary THAT roll through the next 4 rounds of stealthing. which is another problem entirely.

so I am wondering...

11th level kitsune monk with vulpine pounce...

can I charge 120 feet and make 6 attacks? (flurry of blows 5 and a bite)
or 5 attacks (flurry of blows 5)
or 3 attacks (two hit full attack + 1 bite)
or 2 attacks (two hit full attack)

or am i just reading it wrong?

what is the defense bonus when attacking from murdur holes, arrow slits and just for the sake of argument... through a grated barrier like a prison bars.

in other words

I cast cast a spell / spill oil / shoot an arrow through a murder hole or arrow slit (different things i know but lets murge them for game purposes.

would i get +2 defense because its cover that i can attack around, +4 defense because even though i can attach through it its a specialized structure giving me that benefit or is it documented somewhere to provide an even better bonus.

suppose I am in a cage fighting some one on the outside. the cage is large (5x10 prison cell) but i am swapping from weapon to weapon first a mace (large swings) then a spear (thrusting weapon) then a bow.

pathfinder does not really take into account how you use the weapon (except maybe in water conditions) so I dont think there is a difference between using the mace or spear but is there a difference for the bow? and if you were running the game would you consider a benefit to the swinging weapon vs the thrusting weapon in this special circumstance?

Im wondering how people feel about the Pathfinder Poison rules.

we have always played that the DC of a poison stacks with each dose.

we never questioned the rule hell we never even thought about how long this stacking applies we just figured if in the course of a battle a person was poisoned 3 times the DC would go up by 1 every time he was dosed ... basically that battle.

I just read the rule which essentially states that poison only stacks if your already poisoned having failed the save before.


This is not a rules question or even an argument. its an opinion question... Do you think this makes perfect sense or can be handled better?

I find it hard to believe that a person with a fort save of 10+ can be dosed with endless amounts of black adder poisons and would only feel a little ill every 1 in 20 times they roll a 1. even if they roll a one and get poisoned again they just have to beat the next save to restart the clock.

it seems right to assume that each dose would increase the DC so that enough doses of a poison pretty much ensures that the target will eventually suffer from it.

just wondering peoples opinion on this as I am considering setting the original plan in stone as a house rule if my players agree.

Im wondering how people feel about the Pathfinder Poison rules.

we have always played that the DC of a poison stacks with each dose.

we never questioned the rule hell we never even thought about how long this stacking applies we just figured if in the course of a battle a person was poisoned 3 times the DC would go up by 1 every time he was dosed ... basically that battle.

I just read the rule which essentially states that poison only stacks if your already poisoned having failed the save before.


This is not a rules question or even an argument. its an opinion question... Do you think this makes perfect sense or can be handled better?

I find it hard to believe that a person with a fort save of 10+ can be dosed with endless amounts of black adder poisons and would only feel a little ill every 1 in 20 times they roll a 1. even if they roll a one and get poisoned again they just have to beat the next save to restart the clock.

it seems right to assume that each dose would increase the DC so that enough doses of a poison pretty much ensures that the target will eventually suffer from it.

just wondering peoples opinion on this as I am considering setting the original plan in stone as a house rule if my players agree.


any one have any idea what the effect type of mohrg paralysis is? (poison, mental, fear, enchantment etc etc)

and what is the save to avoid it. (fort, will, reflex?)

and now that I am on it what is the save based on, charisma? str?

if a person happens to ready an action to punch a spell caster in the face if he casts a spell.
caster tries to cast and gets punched in the face for non-lethal damage

does the non-lethal damage from the sap force a concentration check just like lethal damage?

I am allowing a player to create a crystal golem but will not tell them the stats and abilities of that golem until it is created.

I am thinking about 8 hit dice, DR5/blunt, AC 21 or so.
it has a blinding flash ability by essentially using daylight channeled through its crystals. Im not exaclty sure what immunities and vulnerabilities to give it.

I may give it a berserk chance and add some kind of effect when hit by blunts weapons (blunt weapons beat DR but send shards flying.)

I want it to be fun and interesting to use but its ESSENTIALLY a pet/construct/ally for a player. using leadership I figure it should be about 2 or 3 CR lower than the player but have enough martial ability to give the player (who is a healer) a few offensive or self defensive options

just throw ideas at me and I will incorporate the ones that seem to fit best.

I was reading drag and it seems to be a stand alone ability, as in I just drag the target and do not need any prior action.

I though that in order to drag I had to controll the target in a grapple first.

am I missing something?

Grand Lodge

yes thats an over blown heading just have fun with it

I was looking at the new version of heirloom weapon that came out last year.

heirloom weapon:

You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits:

proficiency with that specif ic weapon,
a +1 trait bonus on attacks of opportunity with that specific weapon,
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.”

make an elf (so that curved blade is martial for you)
chose the heirloom weapon trait and take an Curved blade with +2 to sunder

you now have a

finessable d10 18x2 with +2 to CMB/D Sunder.

there is no greater weapon in the history of the game.

ok... so I think I know the answer to this and I am pretty sure its one of those situations where the RAW makes no sense when compared to real world logic, but here goes.

I am standing 30 feet from an opponent, I ready an action to brace for a charge. The opponent instead just moves 30 and makes an attack.

do I get to attack him?

By Raw I think the answer is NO, which is RAW that defies logic but no worries.

expanding on this scenario...

instead of readying to brace for charge, Can I ready an action to attack if the opponent attacks me, and if that attack is a charge can I then use my attack action to brace against the incoming charge?

or can you ONLY brace as a specific readied action against a charge that may not come.

NOTE: this is the 3rd round of combat flat footed does not apply.

Suppose your players come across some hell wasps.

the group wizard says I roll a knowledge check.

would you make the player state the proper knowledge and make the roll...

or would you simply have them roll a D20 and ask them for all of their knowlage bonuses...

or would you simply say 'roll a knowledge planes'

I have a situation I want to put my players in but want to know how other people would deal with this situation.

Note: this game does not make use of XP. thus players are not motivated to fight thing just for the XP benefit.

also note: I have spoiler tagged the various parts of the encounter so please try not to meta your answers.

The party is level 10 or so. they are trying to get from point A to point B and are passing through a Region which is controlled by an organized community of giants ranging in CR from hill giants to rune Giants.

Shortly after entering this area which they will know to be ruled by Rune Giants with several smaller tribes of other kinds of giants as their subjects the party will be approached peacefully by a group of giants (probably a stone giant and 2 rune slave hill giants) who will inform the group that they have to pay a transit tax of some amount (say 500 to 1000 gold)

first question... how do you think the group would react to this?

option 1:
If the party pays the giants will simply mark the party with some kind of marker, probably a flag or something, and the group will be able to kind of fast forward though a week of uneventful travel

option 2:
If the party refuses to pay the giants will accept their answer and leave but the party will likely be attacked at least twice by giants ambushing them... the giant attacks will at a high relative CR and possibly lead to a death or two. but they should ultimately survive

option 3:
If the party attacks the envoys whom they will likely overcome easily the rest of the giants in the region will become actively hostile the party will have to actively find a way around the giants domain or try to survive what amounts to a running battle through the giants territory including encounters with taiga giants, inverted giants and at least 1 rune giant. This path can quite possibly lead to TPK.

The final question is... should I run this or should the party never be faced with situations they are not ultimately supposed to overcome through conflict.

does a readied action trump a swift action?

I have a readied action to cast magic missile (standard casting time spell) at my target as soon as he starts casting a spell, I am doing this to interrupt the targets spell casting.

the target knowing about my tactics from past interactions. attempts to cast a quickened Shield spell that he prepared just for this occasion.

does my standard action spell beat his swift action one?

I am trying to figure out if there is a rule for misdirecting spells, and if not is it because its something that fundamentally shouldn't happen or if its just not a quantified rule at this time.

what I mean is...

suppose you want to cast invisibility but want every one to think you teleported away.

you can say "Ill get you next time my pretty!" and cast invisibility. non-casters may be fooled but casters could roll a spell craft to determine the spell.

is there anyway to raise the DC of that spell craft? like a bluff check to trick the spell craft making the DC higher... or maybe quick casting daylight to distract from the follow up spell so that they dont realize what it was.

I know that this really falls under GM discression. just wondering how to manage it semi-legally.

This is not a rules question.

I understand the RULES for illusion of calm but the spell leaves many open questions beyond the spell.

for example...

would you allow the player to manipulate the image or do they have a set non moving image, in other words... can I create an illusion of calm that looks like me cowering in a corner, or a person in a meditative pose just like every one else in the crowd or is it always simply a person standing with their arms to the side.

I know that the spell does not hide the source of ranged attacks or eliminate sounds... but I would assume that a silenced call lightning for example would simply appear from no where with no indication of the caster.

how would you rule the perception check to hear the caster if the spell is not silenced.

If I cast Illusion of calm then sat on the ground (sitting/prone) then some one attacked me... would you give them a -4 to hit, 50% chance to miss me if they hit the illusion, count the illusion as flat footed... and touch...

It says that it creates an illusion in your space... but does not mention anything about the spell ending other than disbelief or duration.. if i cast illusion of calm, then cast invisibility... can i then walk away invisible and leave the spell in place with people thinking I am still there?

I was thinking about a situation in which an orc picks up a broken chair leg and swings it.

in my mind the voice of an annoying player said "improvised weapon, -4 to attack)

which got me wondering what is the difference... and why bother with the neg 4 anyway.

I understand that swingin something awkward like a broom or chair would obviously be improvised... but what about a chairleg... isnt that just a club? your fighting in a furnace and some one grabs a hot poker and swings it at you... would you consider that simple or improvised?

You come across a troll and whip out your trusty flame burst arrows and fire.

The troll laughs at you.

turns out this troll is immune to fire

battle ensues.

turns out this troll (for entirely valid story reasons you may not know (yet or ever) is a variant immune to acid and fire but vulnerable to cold and electricity instead.

do you find this kind of thing fun, annoying, a bad way to play the game.

what if the GM does this with many monsters, not to screw you, but the world is built that way, ALL trolls are cold/electric rather than fire/acid you can learn this information in the normal ways and these changes are made independent of the players (as in the GM is not just randomly changing things to counter the wizards empowered fireball.

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