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Brother Swarm

wraithstrike's page

34,059 posts. Alias of concerro.


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This has been debated several times, and the devs have yet to give a direct answer on how invis works in this case.

It is a flat DC 20 to notice that someone invis is around. The pinpoint DC is 40. That assumes no stealth is in play. If the person is standing still then it is a 40 to notice and 60 to pin point.

For stealth is makes sense to say that you add your stealth roll to those numbers along with other modifiers. I really don't like it though, and I would hope the devs would clear it up one day.


Concentration is a standard action so you can perform other actions.


I was tired of seeing this one come up, and its like getting two FAQ's at once. Well done. :)


Reach is determined by the creature's size and shape. If you change into creature _____ and it has reach then you have reach.


The point being made is that monks get an exception to the rules while flurrying.


I wish I had seen this earlier, but I might try anyway.


1 person marked this as a favorite.

Many of the rules are in place for the PC's and actually don't work well outside of that. This is one of them.

There are other rules that can break the game or gameworld if you look at the game as a simulation.


They already get full BAB with flurry of blows, but not when they are not flurrying.
Most people think the monk came out even due to other changes and most people here have no problem allowing most aspects of the book.

Just tell the player you will allow it on a trial basis. That way he will understand he might not be able to keep it.


cablop wrote:
Diego Rossi wrote:
PRD wrote:


Obscuring Mist
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet.A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
...
Fog Cloud
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet .A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

No, decidedly FF don't help against Obscuring Mist or Fog Cloud, like it don't help if there is a wall between you and the target.

It can help with natural fog, that is less thick that the magical generated one.
Those spells block sight, but not light. So you can see the light of the faerie fire... maybe blurred, but you can see it. Going further, the fog would affect the faerie fire light the same way fog and dust allows us to see a laser ray.

If you don't have line of sight to the light, then you can't see the light.


If you just want to use the tactic I would just houserule the FF into an SU that does work in against darkness, but by the rules it won't work.

I've thought about doing something like that so the drow can attack from farther out than 60 feet.

It would keep the normal drow below drow nobles, but still have them above elves, and in the older game editions they were supposed to be more dangerous than normal elves.


With darkvision(PF rules) it's not needed. In 3.5 darkvision didn't bypass magical darkness.


The paladin still has to touch the creature and nothing about SU's says it gets to do that. However I do think the paladin would be allowed to touch the creature if the PDT weighed in.


There is a spell that gives you blindsight out to 40 feet. That is about it that I know of.


We need another FAQ now.


Taking 10 has nothing to do with la chance of failing. It's very possible to take 10 and fail.


Jesko Blanke wrote:

Ok thanks.

The idea is to counter the Blasphemy spell (3 lvl under caster)

It(FoM) works in this case.


Jesko Blanke wrote:

Thank you!

Does freedom of movement negate the 0 score for STR and DEX?

It removes the paralysis condition, but if you get reduced to 0 str or dex due to something like ability drain, then you are out of luck.

It does nothing to improve ability scores.


Nicholas Pettinato wrote:

I'm puzzled as to why the piecemeal armor for "Lamellar (Steel) Torso Piece" is a +1, while the Horn version is a +2? That would mean..

Lamellar (Steel) Piecemeal: +1 (Torso) +1 (Legs) +1 (Arms) = +3
Lamellar (Steel) Full Suit: +6

So... where does the other +3 come from? That seems like an incredibly hefty loss of protection. It's obviously minus a helmet (let's say +1), but feels like the Steel Torso piece should at least be as strong as Horn armor (+2).

Is there an explanation?

I think it was an error on their part, not something intentional.

For my games I would just have change the numbers to add up to +6, but if you want something official I would suggest starting a new post, and asking for an FAQ so they can put it on the errata list.


Despite my earlier post the ship is one object, so as an object it should have hardness and a hit point total. Fireball is not going to work to destroy a ship without a generous GM and a lot of time in most cases.


Freedom of Movement and the Ring of Freedom of Movement


Emasia wrote:
wraithstrike wrote:

The books says how certain attacks work. There is no rule saying it only applies to nonmagical attacks.

There are monsters with ray attacks that have precise shot to avoid this penalty. ⬅⬅⬅⬅ proof
Alchemist bombs are supernatural making them magical and they also have to take the same feat to avoid the penalty⬅⬅⬅ more proof
Thank you

I meant to say "ranged magical attacks" not "rays", but the same principle applies.


The books says how certain attacks work. There is no rule saying it only applies to nonmagical attacks.
There are monsters with ray attacks that have precise shot to avoid this penalty. ⬅⬅⬅⬅ proof
Alchemist bombs are supernatural making them magical and they also have to take the same feat to avoid the penalty⬅⬅⬅ more proof


The same damage is applied to every square, but hardness is likely to also come into play.


Prophet309 wrote:


On page 218, it states a "spellcaster always has the option to fill a higher-level spell slot with a lower-level spell." Which seems to imply he could prepare an additional nine spells even at level 1. >_>

Yes you can fill a higher level spell slot with a lower level spell, but you can not fill a lower level spell with a higher level spell.

At level 1 you do not have level 9 spell slots. You only have level 1 spell slots. That chart you see in the wizard class entry tells you how many slots you have for each spell level. Those "bonus slots" are of the same level that you can cast, just like the bonus slots from intelligence are of the same levels that the wizard can actually use.


2 people marked this as a favorite.

I will also add that Carrion Crown has more expendable items, and less permanent items than most AP's, and that does not help either.


Ideally speaking if the party has good teamwork, and the right spells are used damage can be mitigated because it becomes neccesary to heal. However if the GM just goes out of his way to make encounters hard enough that healing is needed, that may not matter.

Edit: Now that I see you are playing Carrion Crown which I am GMing I can say the GM is altering the NPC's if that is a common theme. A few(less than 5) monsters in that book have an AC of 30.


The question is did he make thr armor available and chose to wear it, or was it mandates that you wear it?


Warrior in Red wrote:
Jason Bulmahn wrote:

Hey there all,

Couple of notes. Generally speaking, when reading feats, the descriptive sentence at the very beginning is just that, descriptive. It is not generally rules text.

As for the Vital Strike issue... just roll the damage dice for the weapon twice. Everything else is as normal. If you normally deal 1d8+4 with a longsword, you would deal 2d8+4 with a longsword using Vital Strike.

Vital Strike is an attack action, btw, which is a standard action. You cannot use it as part of a full-attack action.

Jason Bulmahn
Lead Designer
Paizo Publishing

Sorry to necro this, but I'm wondering if I gain the ability to take multiple standard actions (such as the Monk of the Four Winds archetype) can I Vital Strike on those additional standard actions as well?

It seems like I can, but I want to make sure the rules support it before I bring this build to my GM.

That question should really go to the 3pp provider. It would be up to them to decide if they wanted to allow their standard actions to be able to do anything any other standard action can do or be limited in scope.


From a rules(by the words) perspective it seems to work, but I don't think that was the intention. I think it is an unintended side affect so I would ask your GM if he will allow it. If it is for PFS I would not build around it because if it gets FAQ'd it could be changed to a non-legal use of the ability.


Nefreet wrote:

Also recognize the difference between having a digital character sheet (such as a PDF on a reader) and using a character-tracking program (such as HeroLab).

Personally, I'm fine with digital character sheets, so long as you have a physical backup available. I'm not fine with programs at the table (for various reasons), and I have turned away players because of them before.

Are you even allowed to do that?

I don't play in PFS so I am not affected. I am just asking because I keep seeing varying statements in when a GM is allowed to turn someone away. It is almost like each area has its own house rules for that.


Dave Justus wrote:
wraithstrike wrote:
I already explained that. The rules say the bow passes properties to the arrow. The rules do not say the arrow passes anything to the bow.
Arrow doesn't need to give anything to the bow. With our +5 bow and a +1 bane arrow, the bow gives the arrow a +5 enhancement bonus. Bane adds +2 to the arrows enhancement bonus, which, thanks to the bow, is +5.

Ok, I can agree with that(result), but ChessPawn's "how" was still off.


Chess Pwn wrote:
wraithstrike wrote:

+1 bane arrow is +3 for the purpose of the target and does +2d6. It does not really change into a default +3 arrow, nor lose bane.

Also you missed where I said adding bane twice does not allow for doubling up on damage. I said that because an FAQ said that is how it works. So once again you can bane a weapon twice, but it wont increase the damage.

I'm not missing anything. I know that having bane twice doesn't do more damage. And I know it doesn't turn into a +3. That's why it should pass the bane effect onto the +5 from the bow.

if you have a +1 Bane Arrow and a +5 bow you add them up to be a +5 bane effect.
But if it's not a +1 bane arrow, but a +3 arrow that does +2d6 damage, then it's no longer a bane arrow and you'd be able to add bane to that from the bow.
The fact that you can't stack bane I feel supports that it becomes a +5 bane effect.
+1 bane arrow and +5 bane bow = +5 bane bane effect, banes don't stack and you're at a +5 bane effect.

I already explained that. The rules say the bow passes properties to the arrow. The rules do not say the arrow passes anything to the bow.


Chess Pwn wrote:
wraithstrike wrote:
Chess Pwn wrote:

The arrow out of the bow is a +5 bane something arrow. If it's going against it's target it gets a boost. Since bane is a special enhancement like flaming, the property is added to the bow's bonus. because you need to add the bonuses and properties together to see what you end up with before applying any effects.

Because if you say it's now a +3 arrow that does an extra 2d6 I'll just add bane again to get the +2 and another 2d6 as there's no longer any overlapping abilities.

The arrow can only have the bane property apply once so the bane from the arrow and bow would overlap. There would be no 4d6. It is the same reason why attacking a demon with double baned weapon that goes after chaotic and evil outsiders only works once.
Right, but if we're no longer using a +1 bane arrow in our +5 bow, and are instead using a +3 arrow that does an extra 2d6 then it's no longer bane and you should be able to add bane from the bow. If you first combined the two into a +5 bane shot then you'd handle it because it'd have bane twice if you added it to the bow.

+1 bane arrow is +3 for the purpose of the target and does +2d6. It does not really change into a default +3 arrow, nor lose bane.

Also you missed where I said adding bane twice does not allow for doubling up on damage. I said that because an FAQ said that is how it works. So once again you can bane a weapon twice, but it wont increase the damage.


Lilith Knight wrote:

I remember that magic bows add the bonus to hit but you have to use the arrow's bonus for damage. It also depends on if it's a bane bow or bane arrow. A +5 bane bow with a +1 arrow would have a plus 7 bonus to hit against the chosen creature and do 2D6 +1 damage.

A +5 bow with a +1 bane arrow would hit with + 5 and deal 2D6 + 3 damage.

I think we agree but where are you getting your numbers from?

I have 1d8+2d6+7 first example.

For the 2nd I have 1d8+2d6+5

Both assume a medium sized wielder.


Chess Pwn wrote:

The arrow out of the bow is a +5 bane something arrow. If it's going against it's target it gets a boost. Since bane is a special enhancement like flaming, the property is added to the bow's bonus. because you need to add the bonuses and properties together to see what you end up with before applying any effects.

Because if you say it's now a +3 arrow that does an extra 2d6 I'll just add bane again to get the +2 and another 2d6 as there's no longer any overlapping abilities.

The arrow can only have the bane property apply once so the bane from the arrow and bow would overlap. There would be no 4d6. It is the same reason why attacking a demon with double baned weapon that goes after chaotic and evil outsiders only works once.


The rules say that the bow passes its abilities to the arrow. The rules do not say the arrow passes properties to the bow.
Not that it would matter because if the bow is +1 bane then you would have a +1 bane bow and a +5 arrow and the result would still be +5 with bane added on.


thekwp wrote:

I agree with Claxon's interpretation.

Calculate the total effective active benefit on each item, the arrow and the bow. Then only the highest bonus applies.

+1 bane (undead) arrow used against an undead target is a +3 arrow that does an additional 2d6 of damage. The +5 bow is still a +5 bow. The net result is a +5 arrow that does an additional 2d6 of damage against undead.

If you had a +2 bow, and +1 bane (undead) arrows, and your party's wizard cast Greater Magic Weapon on the arrows, granting them +3 bonus, I believe the correct next bonus when firing at undead would be +3 arrows doing an additional 2d6 points of damage. I believe the bane's increase to enhancement bonus applies to the original enhancement on the arrow, and then compare the result to other stacking benefits in play, resulting in two different effects at +3 rather than stacking bonuses that grant +5 in this case.

I agree with this also.


Guru-Meditation wrote:

Purely on the anatomical side:

How could a dragon wield a Sword? - they have no hands, just paws, and walk on all fours. Their limbs are not capable of wielding stuff, even if thei'd spend the feat on becoming proficient. You'd need a weapon specially designed for a dragon, like a dragon-sized Spiked Armor.

Also this:

Imbicatus wrote:
Besides, when they use a manufactured weapon, ALL of their natural weapons are treated as secondary. A -5 to hit and 1/2 str modifier is a big hit to take.

I viewed their claws as able to manipulate items so they should be able to swing a weapon. It is however not efficient to do so.


There is no reason why clustered shots would not apply all precision damage.


murno wrote:

Different but related question

When a charging rider and mount are subject to an attack of opportunity can an opponent target both with separate attacks (assuming they have the expertise and dex for multiple attacks) or only the mount (which is moving)?

I do presume if the hit the mount they can cleave into the rider.

Cleave takes a standard action, and it can not be used for an attack of opportunity unless you have some special feature to allow you to do so. However, I don't know of any.

As to the main question I think both are legal targets, however since any one act only allows for one AoO you should not get to attack both. That would allow you to get more than one AoO per provoking act, and they are both using the same charge/movement


For SU's the formula is 10+ 1/2 HD + relevant modifier.

They tend to be Constitution or Charisma based. The specific ability normally tells you which to use.


I couldn't find any stats so I will go with "yes" based on the logic that they are treating the ranks as their own, and if they didn't want to give the familiar the +3 they could have given the familiar a bonus that is equivalent to the number of ranks the master had.


I always thought they didn't get the extra +3, but I do think both sides are valid.

I will check a few statblocks and go by that for my games until this FAQ is taken care of. Yeah I know it might be a while.


Cavall wrote:

Well the GM has told you what to do, it's really in your best interest to do so.

Explore the areas more and stop skipping areas. They exist to outfit you.

Edit: sorry if that sounds rude. Just you had the person running the game give you the best advice possible. He knows your weak spot even better than you do. Follow the words of wisdom.

The GM is not allowing them to explore. He tells them what is in the building, and the uses that as an excuse to stop them from exploring.


Jaçinto wrote:
He says he is it is because we are not fully exploring the dungeons, and that is fine but he does not understand that once you introduce a strict timeline/race against the clock, you kill the desire to explore. Also we use spells to take short cuts through stuff and we are generally not allowed to re-visit dungeons once we leave. See, once we beat the last boss of a dungeon, he tells us everything we missed so now if we go back, it is meta. We are in book 5 right now, by the way.

That is a dumb thing to do. He should just stay quiet, and let you search the rooms. The game also has no built in "you must do this in ___ days". I would just ignore it. If the campaign ends then it ends.


Enlarge Person works.

You can cast personal spells, and spells that don't normally affect that creature type on your eidolon/familiar/animal companion.

Basically either condition works.

However it must come from that class.

As an example if you are a wizard/summoner the spells you cast as a summoner would use the share spells feature. Your daily wizard spells would not work.


This will vary by group. If you are good at explaining, the players understand well, and you drop a few rules then no, but otherwise the way you explain position of objects and creatures will likely be misunderstood or something will be forgotten.
I personally need the map because I don't want to do that much explaining, nor do I expect everyone to remember where things are or how far they are away, even if I have minis without map.


Jeff Merola wrote:
wraithstrike wrote:
Summon Monster also does not force you to send the old monster back. They can just keep piling them on.
It does when it's the Summoner's SLA, which is the "usual" way of standard action summoning.

That is an SLA with a specific exception, not a spell or general summoning SLA.

So by the normal rules it is allowed to spam monsters.


Summon Monster also does not force you to send the old monster back. They can just keep piling them on.


Mirror image would still work even after the caster died.

As for the cloak it I would say they become invisible instead of creating 5 piles of ash that are not there.

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