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When classes such as sorcerers or bloodragers get free bonus spells known due to their class features, such as the sorcerer bloodline, how is the level of the spell determined? <---FAQ question.
For those of you who may want to say just go by whatever level it normally counts as for that class I agree, but the oracle gets a spell early due to an FAQ. There may also be times when a class gets access to a spell it does not normally have access to, such as an arcane class gaining access to a divine spell.
I thought there was a rule or dev comment on it, but I was not able to find it.
During actual gameplay higher level characters not backed by magic can fall from incredible heights and walk away and survive in fire for a ridiculously long time by normal person standards.
In your games do you assume a transformation into superheroes or do you use some combination of flavor and/or handwaving certain things that are beyond any human with regard to taking damage?
Cowering: The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).
Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).
In the game the conditions listed above say you can not take actions. I am sure they mean you can not use the game term of "actions", but they may also apply to the non-game definition and other cases that are not directly spelled out.
In a game similar to Pathfinder that shall not be named there were other things you could not do. Examples follow from official sources:
In general, if you cannot use a standard action during your turn, you also cannot make an attack of opportunity during someone else's turn. When the notes on conditions in Part One say that you cannot act (for example, when stunned), you cannot make an attack of opportunity.
You can take a 5-foot step anytime you don't otherwise move across the battlefield. You usually take a 5-foot step before, after, or during another action. The rules don't say so, but it's best to assume that you cannot take a 5-foot step unless you can take at least a move action during your turn.
Here is my question for the PDT team, and for everyone who is curious to FAQ. Do these(cowering, dazed, stunned) conditions allow someone to take a 5-foot step, take attacks of opportunity or other non-actions such as delaying.
PS: The 3.5 rules are simply there for precedence in case anyone is wondering why others would make such statements. I do no leg in this race with regard to if they are upheld or not. I just want an answer.
It seems that different people have different ideas on what counts as immediate dangers and distractions that would make taking 10 not possible. I understand that every possible case can not be listed, but I think the following list can be answered and if possible we would like a good rule of thumb to follow.
Do the following prevent taking 10 while not in combat?
Perception (to locate a trap)
Perception (reactive check to locate hiding enemy)
Disable device (disarm a trap)
The question for FAQ is --> Is the signature skill unlock for the Use Magic Device skill supposed to work when you roll a natural 1 and fail the check?
Below are the skill unlocks for use magic device. They both imply that if you roll a natural you take a -10 penalty on a reattempt, however you can reroll with no penalty by the normal rules anyway. The rules is that if you roll a natural 1 and you fail then you can not use that item for 24 hours.
Mark Seifter intended for the "If you roll a natural 1...." to be "If you roll a natural 1 and fail to activate an item...."
Mark Seifter wrote:
Huh, I actually changed it to "If you roll a natural 1 and fail to activate an item"...
This change allows for this skill unlock to actually work.
Press the FAQ button please.
How does burrowing work?
I ask because when Pathfinder was made a few definitions/rules did not get copy and pasted over, but the abilities made the transition from 3.5 to Pathfinder. With Pathfinder wanting to be its own game we can't just say "well use 3.5".
Here is 3.5 burrow:
I am not suggesting that Paizo use 3.5's definition, but I am suggesting that we get a rule so we know how it works. It would help to know if the creature does or does not leave an hole behind, as an example.
The purpose of this is to get it FAQ's so Paizo can give us an official definition/rule.
It seems as though there is going to be an FAQ or errata to the rules saying that a 10 by 10 area is the limit for move action perception checks.
Some interpret that to mean you need them to pick up on things that a reactive check is used for "observable stimulus", may not notice.
The question is "what counts as observable stimulus"?
I understand that a complete list can't be given but examples would help.
Would a hidden door that is in line of sight count?
Would a hidden door count that is behind a curtain?
Would you get a reactive check to notice someone hiding by using stealth and/or invisibility?
Press the FAQ button please. If they are going to errata perception I think it makes sense to get as many questions out of the way at one time instead of having one FAQ/errata spawn more FAQ's.
This will consist of more than one question to avoid multiple FAQ's.
1. Can you jump while charging and still complete the charge?
2. If you can jump while charging, is there a point where you jump high enough to no longer be considered "moving in a straight line" and therefore end the charge, or make the charge not rules legal?
3. If there is a limit to how high you can jump, and still charge what is that limit?
To those of you reading this no matter what your opinion is I would like for you to press the FAQ button.
PS: I know the words "straight line" are not in the book, but that is basically what is implied.
I have a decent, but not really good amount of info on Dark Sun*. If I use it I will follow the core setting, and there is a 99% I will not have clerics or paladin. I have not decided on oracles yet.
I know about defilers, scarcity of water, Thri-kreen, psionics, dragon kings, and a the races that are setting specific.
Now to the question. Which AP(3.5 and Pathfinder) would work there? I understand that I have to modify locations, and maybe even create a few of my own, but I want the general story idea to be in tact.
*I know about the 3.5 site and I have the documents. I just have not read them in detail yet.
Many times when discussing wizards and sorcerers the notion that they may not have the "right" spell comes up. However for all of my gaming career needing the right(perfect) spell for a situation is not really needed. Many times there are several ways to overcome a problem, so even if you have not prepared or learn the best spell you often have a spell that is good enough to work. That is why I think the arcanist quick study is over rated unless you(general statement) just have the bad luck of not picking any spell, and/or nobody else in the party can solve the problem.
Short version: How common is it for the party wizards and sorcerers to not be able to do something to contribute to a problem, that nobody else can solve either?
This FAQ was presented before by Jiggy, and it was marked as "answered in FAQ", but it has not been answered so I am going to try this again.
I have always seen the Mage's Disjunction spell as a magical affect that come into play shut down other magic an go away, but leaving lasting affects.
However there is nothing in the book to support that. I understand that with regard to spells they undo spells completely, but for magical items they are only turned them off, so per RAW you should be able to dispel a mage's disjunction. The fact that I have never seen it mentioned in anywhere has made me wonder if others just made the same assumption that I did, or has it just not been mentioned for other reason.
For the sake of anyone wishing to FAQ this the question is "Can you dispel or disjunction Mage's Disjunction?".
edit: heavily edited due to a rules error on my part.
Below is a slightly altered build I had before.
Igor the Invesigator
Half-orc investigator 11 (Pathfinder RPG Advanced Class Guide 30)
LN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +26
AC 20, touch 12, flat-footed 19 (+7 armor, +1 deflection, +1 Dex, +1 natural)
hp 69 (11d8+11)
Fort +9, Ref +11, Will +11
Defensive Abilities orc ferocity, trap sense +3; Immune poison
Speed 30 ft.
Melee +2 inspired sword cane +19/+14 (1d6+11) or
. . dagger +17/+12 (1d4+9/19-20) or
. . morningstar +17/+12 (1d8+9)
Ranged +1 adaptive composite shortbow +15/+10 (1d6+10/×3)
Special Attacks studied combat (+5, 4 rounds), studied strike +4d6
Investigator Extracts Prepared (CL 11th; concentration +15)
. . 4th—echolocation[UM], freedom of movement, restoration
. . 3rd—fly (2), haste (2), tongues
. . 2nd—barkskin (2), investigative mind[ACG], invisibility (2)
. . 1st—comprehend languages, cure light wounds, disguise self, identify, long arm[ACG] (2)
Str 19, Dex 13, Con 12, Int 19, Wis 12, Cha 9
Base Atk +8; CMB +17; CMD 24
Feats Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Furious Focus[APG], Great Fortitude, Power Attack, Skill Focus (Perception)
Skills Acrobatics +5, Appraise +8, Bluff +16, Climb +8, Diplomacy +16, Disable Device +22, Disguise +16, Intimidate +4, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +12, Knowledge (nature) +8, Knowledge (nobility) +9, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +18, Perception +26, Sense Motive +15, Sleight of Hand +5, Spellcraft +18, Stealth +25; Racial Modifiers +2 Intimidate
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Orc, Polyglot, Sylvan, Tengu, Tien, Varisian
SQ alchemy (alchemy crafting +11), inspiration (9/day), investigator talents (charmer, coax information, combat inspiration, eidetic recollection, expanded inspiration, honeyed words, mutagen), keen recollection, mutagen (+4/-2, +2 natural armor, 110 minutes), orc blood, poison lore, swift alchemy, trapfinding +5
Other Gear +3 shadow, improved mithral chain shirt, +1 adaptive composite shortbow (+2 Str), +2 inspired sword cane, arrows (40), blunt arrows (40), dagger, morningstar, amulet of natural armor +1, belt of giant strength +2, circlet of persuasion, cloak of resistance +3, eyes of the eagle, handy haversack, headband of vast intelligence +2, ring of protection +1, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, masterwork thieves' tools, mess kit, pot, soap, torch (10), trail rations (5), waterskin, 4,874 gp
Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Charmer (3/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly.
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidetic Recollection (Su) Can always take 10 on Knowledge checks, use 1 inspiration to take 20.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Honeyed Words (3/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
Immunity to Poison You are immune to poison.
Inspiration (+1d6, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 19) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 110 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Studied Combat (+5, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +4d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
For purpose of studied strike I will assume studied combat was in play for the first attack, and then turned off for all other attacks in that round
No mutagen no extract, no mutagen, no haste just studied combat and studied strike with power attack and furious focus.
DPR 36.58 This numbers seems a bit high, but not more than 2 or 3 so I will say it is a nonfactor.
Now to add in the mutagen giving strength a +4 alchemical bonus, haste, and flanking.
Now of this version also has the inspiring enhancement, but it can only be used for 10 attacks, assuming it never comes up at any other point, since this investigator has 10 uses. Each use last for one attack, not for the entire round.
It is a free action however and with the talent and inspriration that 1d6 is doubled for an average of 7 to the attack roll.
Adding this to the 2nd iterative attack from haste pushes the DPR up to 81.21.
I do not know which extracts would best boost DPR so I will let someone else make a suggestion or if you have an investigator build present it. You can do the math or I can do the math.
The idea is to have a build that is playable in a real game, not something that has saves of +3 at level 11 and an AC of 15 just to do a lot of damage.
Disclaimer: I am just asking a question. I am not attacking anyone. <-----In before someone assumes I am.
There are certain topics that come up all the time. They typically go the same way every time with regard to point/counterpoint. Sometimes a new person will bring up the topic again, but sometimes someone who is very aware of these topics will do so. I know this because they will say something such as "It seems the common opinion on the boards is ......"
My question is this---> What are you/they(for those who have not done so) expecting to happen? Do you have a new thought that has never been presented? Is there something that gives you a reason to think things will be different this time?
Before someone comes in and says:
"Why are you so angry?"
"If you don't like it don't read it."
or tries to perform some other mind reading attempt I will remind you, that none of those apply to this topic---> I am just asking a question.
I might not even reply unless prompted because Wraithstrike is in listening mode, not debate mode, at least for this topic. :)
PS: I am not referring to "paladin fall" threads because they normally are unique situations, even if the answer is normally clear.
PS2: I am not referring to rules threads either such as stealth and grapple.
The spell itself says that scrying can be used to satisfy view once.
Discern Location wrote:
This spell says it gives you the exact location. However later on it says it gives you the name. Some are saying it gives you the name, but you do know where the place is, which to me means you do not know the exact location. I can drive through or to a small town without knowing the name. I can also know the name of a place I can't find so I don't see knowing where something is, and knowing the name as being equivalent.
The question is this--> How does Discern Location factor in when used with Scrying to qualify as familiarity for the Teleport spell?
In a recent thread someone pointed out that you can use aid another to aid someone who is affected by a spell, but the rule is not clear on what this aid is. It could be throwing water on someone to give them a second save. It could be using a standard action to wake someone up from a sleep spell. It could mean they actually get a +2 to any saving throw somehow.
Here is the text:
So the question is in what way can you use aid another to assist someone affected by a spell. Is it intended to give a +2 to the save against any spell or is there another meaning behind the wording?
Every time I run a campaign I try a new rule out. One of my next experiments is to change the TWF'ing rules do they take up two less feats. I was going to do this by allowing the two weapon fighting feat to scale automatically based on your BAB.
So at BAB of +6 you get your second offhand attack, and at a BAB of +11 you get the third off hand attack. However I wanted to also know if anyone else has tried this, and has it caused any problem?
Does anyone see any potential problems?
The summon monster and summon nature's ally spells allow you to summon various elementals. The newer bestiaries have new elemental types such as the Ice and Lightning elementals. It seems that most people are of the opinion that since there is no working saying that only the bestiary 1 elementals are allowed that any new elementals can be summoned also.
So here is the question: Are the bestiary 1 elementals such as the fire, water, earth, and air, elementals the only ones allowed to be summoned with the summon monster and nature's ally spells?
According to the general rules for activation of a magical item, mental activation is an option for magic items.
However if you look at the magic item rules, specifically for rings, the rules list certain ways to use them.
So is mental activation an option for a ring or must you use a command word unless mental activation is called out? If mental activation is an option how do you know which rings use it?
As a spinoff from the thread concerning CL affecting magic item effect duration comes a new question.
Do magical effects with a specified duration, activated from command word magic items terminate before the duration is up if the magic item 1) leaves the possession of the activator for non-slotted items or 2) is removed from the worn slot for slotted items.
1) would be like the previously proposed orb that bestows a 1 hour mage armor 5/day
For the purpose of this question we are not counting staves, or wands since they actually cast spells.
Most traits that give a bonus specifically call them out as a trait bonus. Some give bonuses with no type. Is it intended for all traits to only give trait bonuses, or was it intentional for some traits to give untyped bonuses?
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
This trait gives an untyped bonus as written.
What is the point of this thread?
I am not saying you have to cater to powergamers(whatever you think that means) or snowflakes.
I am saying that when you put out an invite for a game that you should(I am suggesting) be very clear about what you expect from players.
As an example if I list a game I will at the least list character creation rules with the sources permitted for use at a minimum. Normally I take it a step farther and have a campaign guide with houserules that you can download. I also let players know that their characters can die. That why they know not to play as if they will be protected by the GM.
As a GM instead of using words such as rules lawyer and power gamer, you can go into a deeper explanationn. You can say "Do not question the rules during the game. We can discuss it after the game." You can also say "I don't like it when players only bring up an incorrect rule if it benefits them" depending on what your definition of a rules lawyer is.
As for power gaming, one person's super character is someone else's standard character or even subpar character. It is much more beneficial to say something like, do not push your AC to 55 by level 10. That way if you say no powergaming people will know what your standard is.
TLDR: Give players clear descriptions of what you want in a game. It helps everyone, and less people(you and the players) will spend needles time playing together before finding out you are not compatible. This is just advice, and it is not intended to offend anyone.
PS: No, I have not kicked myself out of an incompatible game recently, but these terms are tossed around, and I see it as bad communication, especially with the lack of house rules listed, and the very bare character creation rules on various sites.
PS2: No, I did not forget other gaming terms. I just used those two because they seem to be the most popular ones.
I don't have a name for this yet, but it the idea is that applying this will make someone quicker and better at fighting in darkness
SQ: See in darkness
The should add a +1 to the CR of a creature. Do I need to add more or take something away?
Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment.
You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.
*Cover and concealment are relative, so you may be able to stealth against one creature, but not against another creature. As an example if a creature has blindsight and you are within the range of its blindsight then you can not stealth against it, even if you have concealment.
If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.
Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving to avoid being pinpointed. Use the chart under invisibility in the glossary to determine how additional modifiers will affect your stealth bonus. The same chart also applies to your stealth check when not invisible. As an example if you are speaking in a normal voice it is a -20 to your stealth check. If you are speaking within the hearing range of another creature then it may not be possible to use stealth against them as you would be observed by their hearing. Whispering imparts a -5 modifier, to your stealth check, and your allies may need to make perception checks to hear you. The enemy may also make perception checks to hear you. If they can hear you whisper however, and you have already used stealth against them successfully it only gives them your direction but it does not pinpoint your location unless they can beat your stealth DC.
If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).
As of now I am undecided as to whether or not I should require total concealment for someone to hide if they are being observed by eyesight
This might get moved to the house rule section<---Disclaimer.
With that said the invisibility rules have a "notice" rule that means you can know an invisible creature is within 30 feet of you. I don't think the rule, while having good intentions, add more complexity to already complex rules.
However, since I want to modify the stealth and invisibility rules so they are easier to understand, and make sense I wanted the opinion of other people. This rewrite will likely be presented by next Tuesday(hopefully). From there I will present it to the community so they(you) can nit pick it, and let me know where RAW may not match RAI.
Basically----> Would you care if the "notice rule" was erased from the invisibility section?
Let's say I have an SLA that references a spell, but does not have the same name as the spell.
Does it take a standard action or a full round action to use the SLA.
Does it take a standard action or a full round action to cast "Bigger"?
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.. :)
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?
This came up in my game tonight. I just let it go to move things along, and by the time it was noticed the fight was over anyway, but I think it is poorly written and deserves an FAQ.
The spell has a duration of 3 rounds and it list what happens each round with no verbage saying that a made save ends the spell.
It also specifically says that each "failed save" gives a greater affect.
So if I get to round 3, but I make the first two saves do I have to save against the affects of round 1 or the affects round 3?
People keep trying to use TWF with creatures that have more than two hands, but it seems to me that you are supposed to use MWF(multiweapon fighting. If you do not use MWF there are no rules for it because that was never the intent.
The bolded area says it replaces, not that it can replace so TWF may not be an option.
The question is this--> By the rules does a creature with more 3 or more hands have to use MWF?
edit: If the creature had an extra arm that they could not use to get an extra, such as the alchemist's vestigial arm, I was not including it.
It seems there is some confusion about the ability to take or not be able to take 10. Your friendly rules guy, and evil overlord will be nice today and clear this up.
First we will look at the general rule for taking 10.
Using Skills wrote:
So we know that generally speaking any skill can use take 10 unless there is a distraction or threat.
Skill Mastery wrote:
Now with skill mastery the rogue is a such a boss(expert) at these skills that distraction and stress don't even matter.
PC: There are fireballs exploding around us, how are you so calm at picking that lock?
Rogue: This is my area. I am worried about nothing. You just keep those golems off my back while I get this door open. <while picking the lock one handed the rogue is thinking of a bar wench back in town he wants to bed>
Now here we come with UMD which says there is no taking 10 as a special rule. It does not say anything about stress or distractions being the reason why, or that the skill is so dangerous to use that you are always feeling stressful about it. It says you can not pass go. There is no taking 10.
Since skill master basically only makes you calm under pressure, and not taking 10 on UMD has nothing to do with stress or distractions then skill mastery does not apply. It does not say you can take 10 any time you want to. It gives specific conditions. There is no language to support skill mastery being able to trump specific rules, only the general rules which it referenced.
Thanks for reading this and have a nice day.
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).
Does this mean that a character can only fight back if unable to move from their location, or does it mean they are able to fight back if they know they have no way to escape their pursuer.
As an example if the victim is stuck in a 20 by 20 room with no exit, and no way to teleport out are they allowed to fight back?
My opinion is yes, but I would like for this to be FAQ'd.
Many times on these board GM's have said they restrict magic items/spells/fests, or they dislike pre-planned builds because it takes away from the "sense of wonder" or immersion, or it makes the player(not the character) excited about the new shiny thing*. As a player I could care less, and I have never seen a player say this restriction(s)does anything to keep them "in the game" mentally.
*The shiny new thing is really just a common magic item that has been made more difficult to obtain than it normally would be otherwise.
So I ask do you players really like it better?
PS:Note this statements are often made as general statements so I can only assume the writers of such statements think the majority of players would enjoy the game better if this was the standard.
I have just discovered pseudocode, and it looks just like real code to me. So I have to ask is it real code or just a way to let you know what you need to do while writing the real code. My instructor is not good at explaining things.
If they are different then a comparison of a simple code in C or Linden that adds two numbers would be helpful.
I don't see this a lot, but I see it enough that I am confused/lost/etc. What makes people think it is a good idea to not buy a ranged weapon during character creation. I understand that sometimes our brains shut down and we just forget what I call "common sense" items. I am guilty of this. I am asking about the players that intentionally just don't get a ranged weapon. Some have said something about a character concept which I still don't agree with, but it is no my character. Others have said they did not think they would need one, and they have not always been brand new players. I had one player get mad that I had flyers, and he had no ranged weapon despite the fact that he had the gold to buy one, and just chose not too..
This is a question that has been on my mind for a while(within the past 6 months) so it is not a recent event, but I am sure it will happen again.
Even GM's that don't fudge rolls or make "mistakes" too often to allow the players to be successful really want the players to well 99% of the time.
Would you be ok in a game where the GM allowed you to get to the last boss, and you spend +6 months time in real life to get to the boss and you lost?
Just to be clear it would be a tough and fair, but winnable fight. Maybe too many failed saves on the party's part or too many crits from Team Evil..etc...
Why didn't the party try to run away and come back later?
Who knows.. Strategy is not the point there. The point would be that the party failed/TPK'd/etc.
The initial idea of the playtest was to use fliers, incorporeals, melee brutes, an ambush, and at least one team of highly coordinated NPC's.
I only got into the fliers, and an melee combat that should have been an ambush.
I set had the players on one side of a broken bridge. Their goal was to retrieve a cup and escape or kill the enemy. I also had a magical trap on the other side of the bridge with a hole in the middle of the bridge.
So after some technical issues and other things were resolved we got under way. The brawler jump the hole so he would not have to swim, but nobody rolled a perception check to check for traps so he triggered the trap which released an Erinyes. Before I go on, I will say the invesigator had trap spotter, but I did not know it. It would not have matter however since he needs to be withing 10 feet of the trap, and the perception modifier was low enough that he need a 19 on the dice to find it. If he waited for trap spotter he would have been within range to set off the trap since it was based on proximity.
The swashbuckler jump the hole and set off the trap. That led to combat.
I thought fear(SLA) was a cone affect, but for the Erinyes it is a single target, but since I had already moved the figure on the map. I just chose a random target. That was the swashbuckler who failed the save and was taken out of the fight. The shaman then summoned the eagles and had them attack. None bypassed DR. The swashbuckler used his turn to run away. The shaman used his spell to help the swashbuckler get farther away. The investigator flanked with the eagles and did decent damage.
Back up top to the erinyes who laid into the brawler since he was the closest to the cup. I thought he would try to run away, but to his credit he still went for that cup when his turn came up. The shaman cast searing light, but missed, and I asked him did he have dispel magic as a hint. I also turned back the wheels of time to let him know it was a summon spell, so that on his next round he could try to dispel it or try to free the brawler from the fear affect. The investigator and eagles once again teamed up to allow sneak attack damage on the erinyes.
Rounda 3 and 4. The erinyes knock the brawler unconscious, and and took out at least one eagle. A dispel check was made, but the roll was to low so the summon remained. The investigator went for the cup after I suggested a retreat, and due to snakestyle it was able to survive.
I feel like the brawler is not good enough in unarmed combat, and I might also suggest bow proficiency. If not then a dip in fighter is needed, or taking rapid reload to be able to use slings might be in order.
The investigator is good at being an all around character and the inspiration is very helpful IMO. I am kinda "meh" on the swashbuckler. It did decent damage. Ok, so it outdamage the brawler in the 2nd fight, but the brawler is not that great either. I like the shaman. I actually made one as an NPC, but I did not get to use it. It is very flexible IMO.
I will post the 2nd combat later.
This is not a thread to defend magic mart as whole. I have noticed that it is frowned upon, and I understand why. I also wanted to know if there was a behind the scenes reason as to why others allowed it. I will go first.
One of my first GM's used to make us use gather information to find an item, if it was not a scroll, wand, or anything he considered to be cheap. I do like the idea, since I doubt such stores would exist. However I also feel like any players I had would just get the most diplomatic party member to find the item for them. It would also force me to come up with rules to determine when a magic item is found. Well I could just make it up as I went along, but I just prefer concrete rulings. Another thing is that I don't want to spend game time shopping, if I can help it. That is something that can be handled by email as an example. So in order to avoid making up new rules, and to save the time in games I just assume items under a certain value are in city X.
I roll on the random chart for anything else. <-----I used to just roll an arbitrary success chance.
"If my action triggers a readied action, can I just avoid taking my original action, and do something else instead, once the other creature's readied action is completed? If I cannot continue my original action, such s being tripped on a charge do I lose it"?
As an example of changing my action:
Cleric is holding a stone with the silence spell cast upon it. He readies an action in case he sees someone casting a spell (cannot hear it), that action being to throw the stone near the person casting the spell
Wizard starts casting a fireball.
The Cleric sees the spell casting and throws the stone
A) Does the wizard lose the fireball? (But have a move action remaining)
Does Smite Evil allow you to hit incorporeal creatures even if the weapon is not magical.
Here is a rules quote for someone that believes it does. His argument is that smite evil is its own attack.
I disagree. Smite evil is not an attack on its own, and it in no way makes the weapon magical. It does not even target the weapon. It is an effect placed upon the paladin by the rules. If the weapon is not magic then it can not hit the incorporeal creature, and therefore the smite damage never takes place.
Other arguments are here.
Both the Bastard Sword and the Dwarven Waraxe are listed on the charted as one-handed exotic weapons, but the text seems to indicate that they are too large to be used one-handed without the Exotic Weapon Proficiency Feat.
Can they be used in one hand without the Exotic Weapon Proficiency Feat, meaning the restriction is just flavor text, or without the EWP feat should they be treated as 2-handed martial weapons or 1-handed martial weapons with the restriction you must use 2 hands to wield them?