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Well actually he can't copy the spell into a new book without another book that has the spell or a scroll so if he loses the book it is just as good as him not knowing it.
Prepared casters do "know" spells. Some do not consider that as "spells known". However any spell in a wizard's book is a spell that he knows.
ok, so it would also work again wall of stone if it is use to entrap someone then.
Wall of Stone wrote:
It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves
In that case I will just say Wall of Stone and Tomb of Magma get an autopass on the as far as getting trapped.
I am aware that "entrapment" might not be entrap, but it is close enough to keep things simple.
For anyone reading this you can still surround someone with a wall of stone without trying to entrap them, but their actions won't be as limited.
We had this discussion before. A spell in your spell book is a spell known, but you still can not cast it, and yes you may add any spell in your spellbook. There is no prohibition on that. The same goes for familiars.
You are basically surrounded by a wall much like you would be if you failed the reflex for being entrapped by wall of stone. So does FoM give the "wall" a middle finger, or would is being trapped by a wall of stone or this dragon ability beyond FoM since you are basically surrounded?
PS: If you are in my RotRL game this is not for you, so don't worry.. :)
Targeting items is not efficient. It only makes them nonmagical, and only one can be targeted at a time. Even then they still have to make the caster level check to dispel the item. If you sword is a +5 weapon it would have a DC of 26 to dispel.
If he uses greater dispel magic it will likely be to debuff the party or any annoying party members.
Marcus Robert Hosler wrote:
That works if the fight is in a wide open area, but not so much in an enclosed area which is where most fights take place in the game. When the pit fiend/balor/etc is used as the boss they are normally not fighting to be fighting. They are fighting to guard something. Maybe there is a mcguffin that will cause a planar invasion so if they teleport away the PC's win. Many outsiders would just teleport and use at will SLA's if they did not have a reason to engage a full bab character, and if they started to lose they could just leave to attack the party later on, if they had no reason to fight to the death.
That is what sense motive is for, and you are assuming speak with dead is available, and that the drow will fail the save if it is availible.
Unless they had met the drow before they would not know how polite he normally is. I don't know if Golarion drow have the same house structure as FR drow, but in FR the landscape was political, so other drow were always polite if they were below you. In this case the drow needing the PC's help would be likely below then from his point of view.
You asked a question. If you already had your mind made up there was no reason to ask.
For those on the fence about this:
There are quiet a few AP's where fire first, ask never works against you. As for the idea of talking to evil creatures is a good idea it varies by table. Some bad guys are not fanatical to whoever they serve. Sometimes you can talk to demons, and they are a lot worse than drow.
The "get more information" attitude can let you know about a bigger threat that is coming. It does not mean "talk to everyone". I don't know too many people who kill everything or talk to everyone. There is normally some middle ground depending on the situation.
Your way of handling thing may mean may work against you, and that applies whether you deal with drow, bugbears, evil giants and so on simply because you missed out on something.
As for the metagaming aspect, your character may not believe that all of a race or evil because often not all of them are. They may know it is better to avoid a certain race. You get to decide how open-minded your character is. Reacting as the player is what would make you think all of race ___ is evil especially if it is something with an evil subtype.
Result: The dead drow was evil, but he had heard of the PC's and he wanted them to kill another drow who was planning a raid on the town. The dead drow had double crossed the invader, and wanted him dead for personal reasons. This would have allowed the PC's to avoid an ambush on a town, and the dead drow would have revealed that a bigger force was coming later. However by not talking they are ambushed and many in the town die. Even if they repel the invasion they have no way to know that a larger force will be coming later on.
I know this, but as a caster you caster level increases by class level. I never said spell levels were gained by caster level.
If that was the case any item or feat granting a caster level woudl give you new spells.
Really, you don't think I know that already? O.o
I am sure they intended to say "attribute" modifier, but as written you add the actual attribute, so someone with charisma of 26 would add +26 to the DC, not +8.
FAQ so it can be errata'd please. :)
According to the rules when a caster loses a level he does not lose the spell slot. That makes since because that removes any character rebuilding, which was not fun in 3.5.
However it is basically understood that to cast a spell of level ____, and to have access to spell slots of a certain level you still need to have a certain caster level.
Let's say the following takes place:
I am originally an 11th level wizard which give me access to 6th level spells. I get ambushed by a vampire. After the energy drain hits me I am down by two negative levels. Do I still have access to my 6th level spells or can I only access spell slots that are at level 5 and below?
When I referenced "losing slots" earlier I knew the slots did not really go away because you do not actually delevel your character like you do in 3.5.
In the other thread I was referring to losing access to the slots. From what I understand you need to be level X to use ____ slot. When you take a negative level you are no longer caster level X so the access should be lost.
This particular question deserves an FAQ in case the devs want to say that you don't actually lose a caster level, but only take a penalty to the die roll on any caster level checks, which would make a difference with regard to spell access.
When you are invisible the other person is effectively blind against you, so you get a -2 to attack, which is the same as a +2 to attack.
However looking at the blind condition I guess it does matter which why I write it.
It will vary by GM and campaign world. As an example, in Eberron goblins and drow, who have no legal rights in Forgotten Realms, have a decent to good chance of being non-evil.
In Golarion they are not universally evil, but about 99% of them will be evil. They don't have the evil subtype however, it just happens that a large portion of them will likely be evil. However being evil is not a crime, so you should ask the GM how he runs his monsters.
There are a few threads on this forum about paladins firing first and then losing their powers. Now sometimes they were setup for failure by the GM, but that is another topic. :)
Quote where it says they also burn on their own turn? Even poison affects don't affect you twice during the same round except for the first round it is applied.
Catching on fire does not say you get a save on your turn from what I can see. I do know that if something happens on init __, that is when it happens again unless otherwise stated like poison does.
The ranger natural weapon style does not allow you to use claws with iterative attacks. There is an item you can put over claws to make them count as weapons.
Natural weapons would not work with two weapon fighting so no spell combat. I don't think spellstrike works either.
These are for catfolk, but it is not game breaking to allow them for a tiefling.
Claw Blades: These subtle blades can only be used by catfolk with the cat's claws racial trait. Bought in a set of five, they fit over the wearer's claws on one hand. The blades grant the wearer a +1 enhancement bonus on claw attack rolls with that hand and change the weapon type from a natural weapon to a light slashing weapon. Catfolk with the cat's claws racial trait are proficient with this weapon. The claw blades can be enhanced like a masterwork weapon for the normal costs. The listed cost of the item is for one set of five claws for one hand.
If this is a home game ask the GM if he/she will allow it.
I'll throw another snag into it. If you've got the target Frightened, can they still take the action to put themselves out while they're running?
I think they would have to leave the source of the fear first.
Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).
I have always read this as fear takes over your mind. All you are concerned with is getting away from whatever you are afraid of. Once you are in a safe area you may act normally.
You take the one 1d10 and the 1d6 for being on fire if you fail the save upon the initial casting of the spell.
You do not get another save nor take fire damage again until the initiative count of whoever cast the spell comes up again. The exception to when you can get another save, apart from the init count of the caster is in the following sentence.
"...rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus."
Basically the free save happens on the same init the spell was cast. Any bonus saves will have to initiated by actions committed by yourself such as rolling on the ground. It also seems that if another character uses their turn you would get a reflex save. That seems fair because they could be doing something more effective during combat.
Not a rule--->The book does not list which action it takes on your turn to attempt a reflex save, but I would use the alchemist fire rules of a full round action. At the very least I would say a standard action. Just to be clear I am not saying this is a rule to use a standard or full round action. I am just saying that is what I would do so someone does not effectively get 2 free saves.
At higher levels enemies have really good perception checks. I rolled a 50 tonight with an NPC. True seeing, blindsight, blindsense, and so on are also a factor. One of my NPC's was made to be really good at perception, and while the others got lucky rolls they still could have hit a 40 on average.
Other problems are escaping if you get caught. If you can not escape can you fight your way out to create an opening so you can run later.
At lower levels you still have to be able to deal with possibly getting caught.
A stealthy character should also have a good perception to avoid getting ambushed first.
Bards, inquisitor, rangers, etc can be just as stealthy if not more so than a rogue. My ninja is actually the "ranger" class, but all of them have to deal with the same problems that come with trying to be stealthy.
That thunderstone is only a +15 fort save IIRC. If a player builds his character to have a good save it is generally a wasted action to use it. The tanglefoot bag can be an issue depending on the group, but generally speaking it would be something I would do to make a combat last longer instead of expect for it to be a significant factor.
I do like handy haversacks, and eyes of the eagle as cheap magic items. Being able to bring a lot of things to table with knowledge checks, social skills, and other ways to be versatile are good. That gives you multiple ways to solve a problem.
Since it's not very clear what happens when you spend your action on subsequent rounds (e.g. inspire courage), why is it limited if it doesn't say so?
On subsequent rounds you are not restarting it, you are maintaining it, so there is no reason to mention the later rounds.
Actually I was only speaking of inspire courage since it gives a choice, but only upon starting it.
As for the other performances you would have to refer to their specific text to see how strict they are.
IIRC that is the only one that gives you a choice. The others tell you what you have to use.
PS: If there are any outside of the CRB then I am not aware of them.
What rulings do you mean? I don't remember any rulings against the bard class.
He asked because the feat says you must have an animal companion, but they dont get it until level 4. Now he will likely question your stance on the FCB vs the feat.
There's no rule you have to perform constantly, so one whispered joke should do it. What's the base DC to hear it? DC 15 is a whispered conversation, but this is just one joke - so DC 20? Almost like silent spell...
I guess you could say that.
There are no rules for whispering one sentence vs a conversation and performing is not a conversation.
an informal talk involving two people or a small group of people
With all of that aside the party has to be able to hear it, and most of the time this won't really do you any good except for corner cases.I might even allow it, if it came up, if it was not too difficult, but since I use bards as NPC's I would let the players know it could work against them.
PS: I don't think a deve would allow it,if they were to issue an FAQ however.
I guess someone could ask for another explanation. I don't play PFS, but if I did I would like an answer to what you ask because it is a valid point.
However I am 99% sure the intent is that "you can not improve what you do not have".
My psicrystal handles the phone. I handle the laptop. That is how it goes. :)
I found it.
I already said MORE THAN ONCE, that is was not official yet, and there are NO rules for it. I am only saying it was hinted at, not that it has full coverage or that you should allow it. Since IF it is done paizo won't be using 3pp you should not use the power point system if you don't like it.
But to answer your question: James Jacobs(the guy who controls Golarion lore) has said that if psionics is fully implemented in any form it would be in Numeria. However because of the situation with psionics, it would be Paizo's version of psionics, not DSP's.
When climbing your taking 5 feet takes up more than 5 feet of movement if you dont have an actual climb speed. That means your 5 ft distance on the map will actually take up 20 feet of movement due to climb restricting you to 1/4 of your movement speed.
When the rules are written they assume you are doing things normally. When you change the base assumption you must adjust according.
As for climbing creatures, the only ones that are allowed to climbed by the rules are the newer ones in the bestiary because they are so large.
You may not have used the word "own", but you made it seem like a lack of access was a problem, and yeah I can find the quote for that.
That is very different from the feel of your first post. There will always be "someone". Someone may go to 5E, not like it as much, and come back to PF. Some will stay with 5E. Your first post has a much stronger feel than "some will leave". There will always be someone that will leave, even if 5E had not come around.
Nobody is dismissing your feelings, but you made certain statements as if they were facts, when they are not.
So IF ALL you are saying is that the rules bloat is too much for some, then we agree. You may have even listed some valid reasons as to why they will leave, but if you don't your post to be read as "the sky is falling", then don't write them in that manner.
Marcus Robert Hosler wrote:
So basically when have no water or fire properties that support your claim.
So we have to assume that if water elementals act like water then we must use real life water properties. That means when the source of water makes things wet the source is lessened, even if it is by a small amount.
By this logic the water elemental slowly withers away, for lack of a better term.
Objects are NOT inanimate constructs. Object are objects. Constructs are creatures. The two are in completely different categories.
And with that said touching does not equal an attack which is what the burn ability calls for. If that were true rogues would sneak attack everything and everyone they touched that did could not add dex to AC, assuming they were not immune to it.
If the rogue shakes your hand are you taking sneak attack damage?
Marcus Robert Hosler wrote:
What properties are those since you made it seem like you were referencing real life before?
Marcus Robert Hosler wrote:
I did not say it did not cause damage.
I asked why are you not harmed by being close(in proximity not far away) by a fire elemental if you are harmed by being close to one in real life?
As for the water elemental I am asking you why it does not run out because real life water does not auto replenish so if a water elemental acts like real water then it makes things wet by leaving part of itself behind.
You do realize that wetness is the presence of water. That means the water has to come from somewhere. That somewhere is the water elemental. Therefore he is losing water. So does he dry up or just create more water to replace what was lost?
Flori the Fabulous wrote:
The rulings are not made by SKR alone. They are made by the entire design team. Individual members use to post the rulings, but since posters used to blame individual devs they are now stated as being posted by the design team.