Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Mystic Theurge

nogoodscallywag's page

FullStarFullStar Pathfinder Society GM. 445 posts (602 including aliases). No reviews. No lists. No wishlists. 10 Pathfinder Society characters. 3 aliases.


RSS

1 to 50 of 445 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Grand Lodge

I think I know the answer, but I wanted to get clarification.

Can the Returning Weapon spell be placed on a melee weapon, giving the returning ability to that melee weapon? The spell does not say it cannot be placed on a melee weapon, but it does say the spell acts as returning weapon quality.

Obviously, the returning weapon quality says it can only be placed on a thrown weapon.

I just wanted to make certain the spell was not granting this to a melee weapon despite the returning quality decription.

Grand Lodge **

Will the new season player's guide for PFS be out soon?

Grand Lodge

I've failed my CON check and am now unconscious.

Grand Lodge

James Risner wrote:

FAQ:

When exactly can I activate Arcane Shield?

Arcane Shield wrote:
Benefit: As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.

Can it be after hit but before damage?

** spoiler omitted **

Another good question, but since combat isn't done in phases, and the RAW say a hit and damage occur at same time, then the shield cannot be activated after the hit has occurred.

James Risner wrote:
Ragoz wrote:
Spells which do not have a separate event like rays do not have an additional opportunity afterward to cast EFS and still be protected because the effect and targeting have occurred.

This isn't satisfactorily settled in the rules for some, so please click the FAQ on this post.

This is like saying climate change is false because 1% of scientists say it is despite 99% saying it's true.

But I'd also argue that if 25% of this community are unsure about the ruling, the devs should FAQ it.

Undone wrote:

I feel like his argument is similar to the aqueous sphere+Hideous laughter interaction. "It doesn't explicitly say you drown!" but you do because you are laughing under water. People don't always know the implications of rules they create but that doesn't mean they function differently.

You don't stop breathing while laughing, just like singers don't stop breathing while singing.

Grand Lodge

Gulthor wrote:

At any time means at any time.

At any time from *this* time forward, that is. Says nothing about going into the past, even if that past is one second.

Grand Lodge

BigNorseWolf wrote:

1) How fast is an immediate action? Can it interrupt things?

2) What is the air speed velocity of an unladen swallow Fireall bead, cone of cold, ray? Is it slow enough for the EFS to block?

3) Is there any time between a targeting spell picking a target and the spell being in effect? Do they have a harry potter esque bolt or stunner? Is the visual effect created by the FAQ on spellcasting around the target as well as the caster?

Good questions, but combat isn't based on phases or time in this manner. I remember these sorts of truth tables during my 2ed. days.

Undone wrote:

Immediate actions exist to "Counter" actions after they have been performed. To negate an action. Falling, full attacks, doesn't matter.

No. Immediate action says nothing at all about countering anything. it says nothing at all about past actions or time travel. With your logic, you can counter an action last week. Sorry no.

Grand Lodge

BigNorseWolf wrote:
What time is between monday and tuesday?

This question is not helpful...the immediate action doesn't disrupt another's action inherently; it only allows the person using the action to take an action (however the action taken could act in an interupting way).

It's like going back in time...it's just impossible. Once something is done, it's done, and nothing can change it. So if an enemy resolves their spell before the player chooses to take his immediate action, then the spell has already been resolved.

Grand Lodge

Undone wrote:

Feather fall is an immediate action. It interrupts falling.

No, Feather Fall does not interrupt "falling." You are still falling while Feather Fall is activated. The falling is just at a much slower and safer pace.

Xellrael wrote:


Example A: Larry the Lich starts casting enervation. Walter the wizard identifies it using spellcraft. As the spell resolves, the Lich points at Walter and "a black ray of negative energy" streaks toward him. Walter casts emergency force sphere to block the ray. The ray shield combat feat could save a PC from enervation, so I believe Walter should get a chance to cast EFS.

Example B: Larry the Lich starts casting greater dispel magic. Walter the wizard identifies it using spellcraft. Walter waits to find out who Larry is going to target. Greater dispel magic resolves, and Walter gets his 3 highest level buffs dispelled. Walter doesn't find out that he's the target till it's too late, so I believe he should not get a chance to cast EFS.

Both of your examples are correct.

I think it's pretty simple- immediate action rule says these actions can be "taken at any time."

Grand Lodge **

Mark Stratton wrote:
nogoodscallywag wrote:

Please, why are the Seeker arcs only available during the 800am slots?

Makes it very difficult for people to play the special the night before (which will end around 1) and get up and play the 800am game. Yes, it's a bit whiny, but it would seem that such a symbolic set of scenarios would be more accessible.

The blog post already answered your question:

"After much deliberation and because they have the potential to run long, we scheduled the new Seeker Arc, "All for Immortality" across the morning slots."

Emphasis mine.

Emphasis does not explain why a 2pm start time is not possible.

Grand Lodge **

Please, why are the Seeker arcs only available during the 800am slots?

Makes it very difficult for people to play the special the night before (which will end around 1) and get up and play the 800am game. Yes, it's a bit whiny, but it would seem that such a symbolic set of scenarios would be more accessible.

Grand Lodge **

Bob Jonquet wrote:

Based on A LOT of feedback on slot lengths, having enough time to run properly, etc. the decision was made to extend the slot times slightly.

    AM slot is 8am-1pm
    MID slot is 2pm-7pm
    PM slot is 8pm-1am

This should allow a bit more time to experience the scenario, complete paperwork, clean up/clear the table for the next slot, and set up at a new table, as well as providing time to grab food, use the restroom, etc. Yes, it might mean a tad less sleep for some, but we hope it will improve the gaming experience overall. Depending on how the specials are written and presented, we may not need to be in the room until 1am, but we wanted to be prepared nonetheless.

I'm simply not able to play until 1:00a and be back by 730a to play again later in the morning :( I've got a drive of about 45 minutes each way. That's OK though, we'll see how the 800pm start time works out, should give us a bit more time to eat and see other things. I'm ok with it. Especially when the Specials (more on this below) always seemed crammed and hurried to start (didn't really start until 730 or so anyway) and finished hurriedly, too.

The lack of previous season scenarios this year is again disappointing for those of us who are not able to play elsewhere. Also, a special each night using pregens really cuts down character leveling. I know we still get credit for it, but that's one adventure without our own character. Add all 3 nights and Sunday, and that's an entire level +1 XP. A lot when the cap for play is pretty much 12-13. On the other hand, it does let us experience a new class we may not have played otherwise, and perhaps even take some risks we wouldn't have otherwise taken.

Grand Lodge **

wow, that really means no 800am games now!

Grand Lodge **

I see the Specials for every night will begin at 800p now instead of 700p. Does that mean they will still end by midnight?

Grand Lodge

Thanks wraithstrike, this is exactly what I thought and was confirmed by another person who is "in the know."

The situation was this: A moon-beast was fighting PCs. PC was 200 feet away from Beast, in broad daylight. PC argued beast could not "see" the PC because the beast had blindsight.

The beast can indeed "see."

Grand Lodge

CampinCarl9127 wrote:

You're overthinking this.

nogoodscallywag wrote:
That's what I'm saying; creatures have a general ability to "see" ---IN THIS CASE it is PERCEIVE--- beyond their listed special ability.

Really? I would love to know where that actually is stated, because as I once heard.

nogoodscallywag wrote:
Fluff text is not RAW.

Campin, uh...check out any stat block. None of them list the ability to perceive in regular daylight, it's common sense. "Sense." Remember- perception is the combination of multiple senses.

Sah wrote:
Yeah, that was my point. There is, like Carl said, nothing but fluff for most creatures to be able to see. The skeleton is not called out as being blind outside of darkvision, so it's not.

Yes, Moon Beast says nothing about not being called out as being blind! It's an aberration, and must have some other form of perception.

Plus, it has telepathy at 300 feet, which I have no idea how that works. Does that mean it can pinpoint the location of any thinking creature within range? Or just know there is a thinking creature within range?

Grand Lodge

That's what I'm saying; creatures have a general ability to "see" ---IN THIS CASE it is PERCEIVE--- beyond their listed special ability.

Grand Lodge

The real issue lies in the "Perception" and senses of beings in the rules. Perception is the conglomeration of all the senses a being possesses, from vision with eyesight which see light waves, sound produced by sound waves (ears), vibrations on skin, presence of spirit, energy, whatever the case may be for the being.

That's why invisibility doesn't effect just vision- it gives a bonus to Stealth generally- it doesn't say it gives a bonus to "being seen with organs that detect light." Perception is all senses; some creatures have more senses than normal humans.

Grand Lodge

Please point out where where the Beast is "blind." It does not exist.

The real issue lies in the "Perception" and senses of beings in the rules. Perception is the conglomeration of all the senses a being possesses, from vision with eyesight which see light waves, sound produced by sound waves (ears), vibrations on skin, presence of spirit, energy, whatever the case may be for the being.

That's why invisibility doesn't effect just vision- it gives a bonus to Stealth generally- it doesn't say it gives a bonus to "being seen with organs that detect light." Perception is all senses; some creatures have more senses than normal humans.

If you argue the skeleton can "see" but the Beast cannot, your argument is illogical. Neither possesses the organs which can detect light. This is a game where magic rules and it's fantasy, so who knows how a skeleton "sees?" All creatures can "perceive" a general distance in whatever forms they can actually perceive. Some have extra "sensory" perception like blindsense, blindsight , darkvision, etc.

Grand Lodge

A skeleton has only bones. It has no eyes or other sensory organs. It has Darkvision 60ft.

Does that mean if the skeleton is in broad daylight on a flat plain, the skeleton cannot see at all, even in inch in front of it?

How about a Moon Beast with Blindsight 90ft. If it is on the same flat plain, can it only see everything within 90ft? Meaning everything beyond 90ft is blurred or dimmed or simply non-percievable?

If so, it would seem that the same holds for the skeleton above, then. Trying to figure out if we've been doing undead wrong who have to physical eyes to see and who do not have any other "visions."

In Vision and Light, it says, "In an area of bright light, all characters can see clearly." But the word "see" can't possibly be applied to all creatures, unless "see" equals "perceive." Like perception encompasses all senses, not just vision.

The Moon Beast (below) does, however, have Telepathy 300ft. Does this give him the ability to know *where* a being is within 300ft, or merely that a being is within 300ft?

Spoiler:
MOON-BEAST CR 11
XP 12,800
CE Large aberration
Init +7; Senses blindsight 90 ft.; Perception +21
DEFENSE

AC 25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 natural, –1 size)
hp 133 (14d8+70)
Fort +9, Ref +9, Will +15
Defensive Abilities amorphous; DR 10/piercing or slashing; Immune cold, gaze attacks, illusions, poison; Resist electricity 30; SR 22
OFFENSE

Speed 50 ft., climb 20 ft.; air walk
Melee 2 claws +15 (1d6+6), 4 tentacles +11 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 tentacles, 1d6+9 plus Wisdom drain)
Spell-Like Abilities (CL 11th; concentration +18)
Constant—air walk
At will—detect thoughts (DC 19)
3/day—charm monster (DC 21), dispel magic, dominate person (DC 22), shadow conjuration (DC 21), shadow evocation (DC 22), veil (DC 23)
1/day—confusion (DC 21), major image (DC 20), mirage arcana (DC 22), plane shift (self only)
STATISTICS

Str 22, Dex 17, Con 20, Int 19, Wis 18, Cha 25
Base Atk +10; CMB +17; CMD 31
Feats Combat Casting, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Weapon Focus (tentacle)
Skills Climb +14, Diplomacy +14, Intimidate +24, Knowledge (arcana) +11, Knowledge (planes) +18, Perception +21, Sense Motive +18, Spellcraft +21, Stealth +24, Use Magic Device +21; Racial Modifiers +8 Stealth
Languages Aklo (cannot speak); telepathy 300 ft.
SQ compression, no breath
ECOLOGY

Environment any land
Organization solitary, pair, or cabal (3–5)
Treasure double
SPECIAL ABILITIES

Wisdom Drain (Su) A creature that takes rend damage from a moon-beast must succeed at a DC 22 Will save or take 1d4 points of Wisdom drain. A moon-beast heals 5 points of damage for each point of Wisdom it drains in this manner. If it drains a victim to 0 Wisdom, the moon-beast gains the effects of a heal spell. The save DC is Constitution-based.
Moon-beasts have no voice or eyes, yet they "see" more than most and can project their thoughts into the very minds of those they wish to communicate with. These monstrosities hail not from any physical moon, but rather from the shared satellite of all slumbering minds in the Dimension of Dream beyond the wall of sleep. Here, the moon-beasts raise stone cities on the oily shores of night-black seas found upon the dark side of the dreaming moon, from which they launch long, dark galleys crewed by not-quite-human slaves that sail through the void of space down to the seas of the Dimension of Dream to seek new slaves and stranger, more sinister wares.

Moon-beasts are slavers, first and foremost. They use their spell-like abilities to curb rebellion or to quickly gain minions, but much prefer using physical and mental regimens of torment and reconditioning to break the spirit of their captives. They often work with the denizens of Leng, a metaphysically nearby dimension of nightmare and madness, although as often as not these planar neighbors serve the moon-beasts merely as slaves.

Worshipers of ageless entities from beyond the stars, moon-beasts are often compelled to travel to the Material Plane for strange and frightening causes, not the least of which is gathering suitable sacrifices for their mysterious and demanding lords.

A moon-beast is 9 feet long and weighs 800 pounds.

Grand Lodge

1 person marked this as a favorite.

A skeleton has only bones. It has no eyes or other sensory organs. It has Darkvision 60ft.

Does that mean if the skeleton is in broad daylight on a flat plain, the skeleton cannot see at all, even in inch in front of it?

How about a Moon Beast with Blindsight 90ft. If it is on the same flat plain, can it only see everything within 90ft? Meaning everything beyond 90ft is blurred or dimmed or simply non-percievable?

If so, it would seem that the same holds for the skeleton above, then. Trying to figure out if we've been doing undead wrong who have to physical eyes to see and who do not have any other "visions."

In Vision and Light, it says, "In an area of bright light, all characters can see clearly." But the word "see" can't possibly be applied to all creatures, unless "see" equals "perceive." Like perception encompasses all senses, not just vision.

Grand Lodge

Sennje wrote:

Unless otherwise stated I would assume they have normal sight.

The moon beast is blind as you can read in its fluff text and can therefor not perceive beyond 90 ft possibly with an exception of creatures with a mind due to its telepathy 300 ft, but that is a whole other discussion, but I would assume the skeleton can see just like a dwarf or something similar, if you say that doesn't make sense I say it is like how it moves without muscles "a wizard did it".

Fluff text is not RAW.

Grand Lodge

A skeleton has only bones. It has no eyes or other sensory organs. It has Darkvision 60ft.

Does that mean if the skeleton is in broad daylight on a flat plain, the skeleton cannot see at all, even in inch in front of it?

How about a Moon Beast with Blindsight 90ft. If it is on the same flat plain, can it only see everything within 90ft? Meaning everything beyond 90ft is blurred or dimmed or simply non-percievable?

If so, it would seem that the same holds for the skeleton above, then. Trying to figure out if we've been doing undead wrong who have to physical eyes to see and who do not have any other "visions."

In Vision and Light, it says, "In an area of bright light, all characters can see clearly." But the word "see" can't possibly be applied to all creatures, unless "see" equals "perceive." Like perception encompasses all senses, not just vision.

Grand Lodge **

Ragoz wrote:
The Masked Ferret wrote:
nogoodscallywag wrote:
*feints*
Or do you mean *faints*?
I think it worked guys.

YES! Thought it would take a shorter time to get that one.

Grand Lodge **

*feints*

Grand Lodge

bigrig107 wrote:

I don't see how people can think that death would get rid of Permanent spells.

Spells have a very specific order of operations, which we can look at to know how they work.
Caster chooses spell he wants to cast -> caster chooses elligible targets -> spell goes off, effect of spell happens -> at end of duration (and not before, unless it's dispelled/dismissed), spell stops working.
Nothing in that order says that permanent spells ever have to check the target at any point after the first time you check the targets' eligibility to have the spell cast on them.

For example, Changestaff. Instantaneous duration, but as soon as you cast the spell, the target is no longer a "specially prepared quarterstaff", and thus is not able to be targeted by Changestaff.
But, common sense tells us that we don't have to check the ability of the target after the spell has been cast. A spell cast on a legal target, no matter the specific spell in question, will always be in effect as long as the duration has not ended.

So why would death change anything?
Permanent Enlarge Person, cast on you while you were living, enlarges yourself to one size category larger. When you die, there is no rule that says you must immediately check all spells active against your new non-living condition.
There is, however, specific rules that say when spells end: at the end of their duration.

And Permanent spells are, well, permanent. No reason to think otherwise.

So, by extension and logic, a body that has naturally disintegrated still has a spell effect on it?

Grand Lodge

The Archive wrote:

There's nothing in the rules that says spells end early because of death. As well, these are permanent effects we're talking about. This is stuff that has to be dispelled to cease. They should be sticking around. Dying doesn't cast dispel magic on everything affecting you.

And on top of that, we do know that magical effects don't by default go away on death. Otherwise, we probably would not see it specified that a lycanthrope reverts to its original form on death, or that the subject of the polymorph spell also reverts on death in 3.5.

There's also that whole issue of Breath of Life not working with the "dead body = object" thing.

And really, if it were to be true, don't you think that it would be explicitly mentioned somewhere to be true? It's a pretty glaring omission.

So what happens if the target of the perm spell is removed from reality? For example, the target dies, and over the hundreds of years the body is simply and naturally disintegrated? Surely the perm spell is no longer on the target. If so, then you'd be saying the perm spell rests on the target's soul, or something similar.

Grand Lodge

Wondering if this is doable...

A hallway ten feet wide. Can a large creature squeeze through the hall on only 5 feet? For instance, an Orb of the Void is on one side of the hallway occupying once square. Can the person, who is large, bypass it by squeezing onto the opposite side of the hall?

Grand Lodge

An Ogre, large, polymorphs into a human, medium.

Does the Ogres gear, which includes large armor and clothing, change size, too?

Grand Lodge

The scene is a tight tunnel, 5 ft. wide, 5 ft. tall ceilings.

PC 1, in front, is invisible. PC 2, behind PC 1, is visible.

Enemy throws a javelin at PC 2, because he can see PC 2 but not PC 1.

What happens to the javelin?

Does it hit PC 1, or have a chance to hit and damage?

Grand Lodge

I'm hoping Reiko's chain is silenced!

Grand Lodge

Gray Goo goes inside the opponent's body; Seifter mentioned if the Goo is inside, and the PC teleports, the Goo goes with the PC.

Would the same apply to the PC who has Goo inside him and then turns incorporeal? Would the Goo- inside the PC- become incorporeal, too?

Show Goo:

Gray Goo CR 14
XP 38,400
N Fine construct (swarm)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +13

DEFENSE

AC 29, touch 29, flat-footed 18 (+10 Dex, +1 dodge, +8 size)
hp 123 (19d10+19)
Fort +8, Ref +18, Will +8
Defensive Abilities dispersion, swarm traits; Immune construct traits, weapon damage

OFFENSE

Speed fly 50 ft. (perfect)
Melee swarm (6d6 plus dismantle and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks dismantle, distraction (DC 21), infest

STATISTICS

Str 1, Dex 30, Con —, Int 5, Wis 10, Cha 1
Base Atk +19; CMB —; CMD —
Feats Ability Focus (distraction), Dodge, Great Fortitude, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Lightning Stance, Mobility, Toughness, Wind Stance
Skills Fly +26, Perception +13, Stealth +32 (+42 when dispersed); Racial Modifiers +10 Stealth when dispersed
Languages Common (can't speak)

SPECIAL ABILITIES

Dismantle (Ex)

Creatures damaged by a gray goo must succeed at a DC 19 Reflex save or a random piece of their equipment takes the same amount of damage, determined as though the target rolled a natural 1 on a saving throw, using the rules for items surviving after a saving throw. In addition, unattended objects in the area of a gray goo take damage if the swarm chooses to harm them. The save DC is Constitution-based.

Dispersion (Ex)

As an immediate action, a gray goo can disperse, spreading itself across a cube-shaped area 30 feet on a side. While dispersed, the goo deals no damage and can't use its other special abilities until it reforms. A dispersed gray goo can hide in plain sight (as a ranger in her favored terrain) with a +10 bonus on its Stealth checks and doesn't take additional damage from area effects for being a swarm. It takes 2 rounds for a dispersed gray goo to reform.

Infest (Ex)

As a standard action, a gray goo can infest a Medium or larger creature (Fortitude DC 21 negates), including constructs and undead. The gray goo moves inside the creature's body, dealing double its normal damage to its host each round. It can't use its dismantle ability while infesting a creature. A host reduced to 0 hit points while infested by a gray goo is reduced to dust and destroyed (similar to disintegrate). A gray goo infesting a host can be expelled by any effect that cures disease, with a disease save equal to this ability's DC. The save DC is Constitutionbased and includes a +2 racial bonus.

Grand Lodge

Gray Goo

SPECIAL ABILITIES

Infest (Ex)

As a standard action, a gray goo can infest a Medium or larger creature (Fortitude DC 21 negates), including constructs and undead. The gray goo moves inside the creature's body, dealing double its normal damage to its host each round. It can't use its dismantle ability while infesting a creature. A host reduced to 0 hit points while infested by a gray goo is reduced to dust and destroyed (similar to disintegrate). A gray goo infesting a host can be expelled by any effect that cures disease, with a disease save equal to this ability's DC. The save DC is Constitution based and includes a +2 racial bonus.

Grand Lodge

Hey Mark!

Question concerning incorporeality.

A PC has Gray Goo inside him; the PC activates his Spectral Shroud to become incorporeal.

Is the Gray Goo- inside the PC- also incorporeal?

And, how about the gear? If the sword the PC has is ghost-touched, he may use it against corporeal enemies, correct? Otherwise, no ghost touch means no attacking with that weapon?

Grand Lodge

Ok, the PC has a Spectral Shroud, which turns PC incorporeal.

Would that mean upon activation the PC could move away from the Goo? PC argues the Goo would not be incorporeal.

Grand Lodge

PC has Gray Goo inside him. Can he use teleport to get away, meaning he teleports while the grey goo remains in the space he was in, or does the goo go with him since it's inside him?

Grand Lodge

1 person marked this as a favorite.

Hi Mark:

Does Freedom of Movement negate any other conditions besides those listed in the spell description?

Freedom of Movement-

"...move and attack normally...even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web... grappl[ing] the target automatically fail...automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin...move and attack normally while underwater,"

For instance, players argue that even mental impediments like being stunned should be negated by FOM. They base this on the phrase in the description "[can] move and attack normally...even under the influence of magic that usually impedes movement"

Grand Lodge

Avoron, I'm thinking you're correct. It seems to me to be a direct impediment due to magic effecting the PC.

With FOM the listed conditions would obviously be covered, but for further reference if the movement impediment is indirect then FOM would not work?

Grand Lodge

But is the magic effecting the weapon, or the PC?

The dazed condition can be said to impede movement, too, but I'd argue FOM doesn't work with that.

At first I thought it may be the weapon is locked in place (it is) and the reason the strength check saving throw is to break away from the weapon.

For instance, the PC's cloak is pinned through with the weapon which goes into the ground. So the save here is made to tear away; but that wouldn't make too much sense, either, because ripped a cloak seems a lot easier than a DC 30.

For those thinking FOM doesn't work on anchoring, I'd like to point out that Anchoring is not only effecting the weapon, but the target, too, because it says the weapon prevents it from moving. The weapon itself cannot possibly do this, so magic is indeed involved. If it were only the weapon, the DC, it would seem to me, would be variable.

Now, also, another point is can't the target simply grasp the pinned weapon and turn off the function? I'd say no, as the magic has already been activated by the user and can only be turned off by the original user; otherwise the ability would be completely pointless. Plus, the ability uses the Immovable Rod functionality, which states only the "owner" may de-/activate.

But if it was magic that was effecting the PC, why wouldn't a magic saving throw be required, rather than a Strength save?

Of course, we could get into the mess of what "magically impedes movement" and FOM.

Grand Lodge

How does Freedom of Movement interact with anchoring weapons?

For instance, an enemy with an anchoring weapon uses it on a PC who has Freedom of Movement.

Grand Lodge

How does Freedom of Movement interact with anchoring weapons?

For instance, an enemy with an anchoring weapon uses it on a PC who has Freedom of Movement.

Grand Lodge

Can an army be modified once it has been created? For instance, if an army of Fighters were created at level 1, can they be "trained" in the coming years by adding a level of Fighter to them, paying whatever the cost is at the start and then consumption?

Grand Lodge

I see, so a player cannot just pick and choose abilities. They are strictly based on race, class, etc. i.e. makeup of most of population (of army unit)...

Grand Lodge

What is the cost of adding special abilities when creating an army? There are a lot listed, some even have requirements like class and level.

However, there are some with no requirements and there is no indication on the cost of the ability nor any limit. Surely an army can select, at no cost, as many abilities as it wants...

Grand Lodge

"mentioned quite a bit" = a glossy coating

I think that book has maybe 2 full pages at most.

Grand Lodge

"...can be attached on the outside of a hat or other head slot item or can be worn as a normal headband."

I'm confused by this sentence. It sounds like this item can be worn on a hat while wearing a headband...unless you want to wear the item as a headband.

Grand Lodge

Just wanted to check to see if the item below can be worn in combo with:

Helm of Teleporation
Headband of Mental Superiority

Headband, Dead Man’s
Aura faint enchantment and abjuration; CL 1st
Slot headband; Price 3,600 gp; Weight 1 lb.

DESCRIPTION

This taut black band, clipped with a black metal skull, can be attached on the outside of a hat or other head slot item or can be worn as a normal headband. The wearer gains a +2 competence bonus on Intimidate checks and increases the DC of any fear effect he creates by +1. In addition, if this headband is attached to the outside of a hat, the wearer's hat or headgear cannot be blown off or removed by wind, water, or environmental effects, and the wearer gains a +5 circumstance bonus to his CMD against steal and sunder attempts targeting his headgear.

Grand Lodge

Would a Holy Weapon strike on a Spectre get it's vs. Evil damage halved, too?

Grand Lodge

1 person marked this as a favorite.

Does someone who currently has Wings of Flying on and is flying and using those suffer the half penalty to speed if exhausted?

Grand Lodge

http://gizmodo.com/you-dont-have-to-take-this-backpack-off-to-get-at-your-1 723593220

also known as a heward's handy haversack

1 to 50 of 445 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.