paizo.com Recent Threads in Rules Discussionpaizo.com Recent Threads in Rules Discussion2024-03-29T13:29:03Z2024-03-29T13:29:03ZForums: Rules Discussion: Magical Shorthand/Learn a Spell InteractionParasiteHousehttps://paizo.com/threads/rzs440ww?Magical-ShorthandLearn-a-Spell-Interaction2024-03-29T02:42:21Z2024-03-29T02:42:21Z<p>I'm working on a skill feat tier so my players don't have to dig as much when they level up. I've hit a little pothole with magical shorthand, specifically in how it interacts with the activity it modifies. </p>
<p>The learn a spell activity takes 1 hour per spell rank. Magical shorthand modifies the activity in the following way,</p>
<div class="messageboard-quotee">Player Core p.258 wrote:</div><blockquote>"When you succeed at Learning a Spell, it takes 10 minutes regardless of the spell’s rank."</blockquote><p>That's pretty narrow language. It doesn't seem like magical shorthand modifies the duration of the activity if you fail the check, so what happens here? Are you forced to commit to the normal duration of the activity if you fail the check? If so, does that not mean you still have to be prepared to spend hours attempting to learn a spell if you fail your check?I'm working on a skill feat tier so my players don't have to dig as much when they level up. I've hit a little pothole with magical shorthand, specifically in how it interacts with the activity it modifies.
The learn a spell activity takes 1 hour per spell rank. Magical shorthand modifies the activity in the following way,
Player Core p.258 wrote:"When you succeed at Learning a Spell, it takes 10 minutes regardless of the spell’s rank."
That's pretty narrow language. It doesn't seem like...ParasiteHouse2024-03-29T02:42:21ZForums: Rules Discussion: Reach Spell and Dizzying ColorsLawrence Whalenhttps://paizo.com/threads/rzs43yl4?Reach-Spell-and-Dizzying-Colors2024-03-28T11:13:29Z2024-03-28T11:13:29Z<p>Hi all,</p>
<p>This is my first post, and I have a question about the Reach Spell metamagic. According to the description, it extends the range of a spell by 30 feet. </p>
<p>However, Dizzying Colors has a cone range of only 15 feet. If you use the Reach Spell metamagic, it will extend the range to 45 feet. One issue I see is that it does not widen the effect of a spell. Cast straight on this is not a problem it remains just three squares wide. When facing a point of a square, the line goes out at 90-degree angles. Adding 30 feet to it automatically widens that space.</p>
<p>My question is, can you use Reach Spell with Dizzying Colors since it has a range? Thank you for your assistance.</p>Hi all,
This is my first post, and I have a question about the Reach Spell metamagic. According to the description, it extends the range of a spell by 30 feet.
However, Dizzying Colors has a cone range of only 15 feet. If you use the Reach Spell metamagic, it will extend the range to 45 feet. One issue I see is that it does not widen the effect of a spell. Cast straight on this is not a problem it remains just three squares wide. When facing a point of a square, the line goes out at...Lawrence Whalen2024-03-28T11:13:29ZForums: Rules Discussion: Consume Power and Thermal Nimbus interactionroquepohttps://paizo.com/threads/rzs43ykx?Consume-Power-and-Thermal-Nimbus-interaction2024-03-28T02:25:03Z2024-03-28T02:25:03Z<p>Thermal Nimbus does damage to you that you can stop with Consume Power to boost yourself. If I understand this sequence correctly, since the higher resistance is the one that takes preference, when at the start of your turn you would take damage by your own Thermal Nimbus, you can use Consume Power, have it take precedence over the resistance Thermal Nimbus has and get the extra damage, right? Or do you need to deactivate the resistance from the stance with Safe Elements for it to work due to something I've missed?</p>Thermal Nimbus does damage to you that you can stop with Consume Power to boost yourself. If I understand this sequence correctly, since the higher resistance is the one that takes preference, when at the start of your turn you would take damage by your own Thermal Nimbus, you can use Consume Power, have it take precedence over the resistance Thermal Nimbus has and get the extra damage, right? Or do you need to deactivate the resistance from the stance with Safe Elements for it to work due to...roquepo2024-03-28T02:25:03ZForums: Rules Discussion: Monsters Striking Grabbed target with grabbing appendageSuperParkouriohttps://paizo.com/threads/rzs43ykv?Monsters-Striking-Grabbed-target-with2024-03-28T01:27:52Z2024-03-28T01:27:52Z<p>The old monster Grab rules in the Bestiary said that the monster could not use the grabbing appendage to Strike creatures until the grab has ended. This language has been removed in Monster Core. Is it still assumed that the grabbing appendage cannot be used to Strike any creature (even the grabbed creature) until the Grab has ended?</p>The old monster Grab rules in the Bestiary said that the monster could not use the grabbing appendage to Strike creatures until the grab has ended. This language has been removed in Monster Core. Is it still assumed that the grabbing appendage cannot be used to Strike any creature (even the grabbed creature) until the Grab has ended?SuperParkourio2024-03-28T01:27:52ZForums: Rules Discussion: Esoteric Lore questionSelinarYaezhttps://paizo.com/threads/rzs43yko?Esoteric-Lore-question2024-03-27T18:36:35Z2024-03-27T18:36:35Z<p>The party comes across a haunt. It is a ghost. Does the Thaumaturgist know this is a haunt automatically? Do they have to make a EL check? If they succeed on the check how do they know it is a haunt vs a ghost to fight story-wise?</p>The party comes across a haunt. It is a ghost. Does the Thaumaturgist know this is a haunt automatically? Do they have to make a EL check? If they succeed on the check how do they know it is a haunt vs a ghost to fight story-wise?SelinarYaez2024-03-27T18:36:35ZForums: Rules Discussion: Can Shoddy Equipment Accept Runes?Ravingdorkhttps://paizo.com/threads/rzs43yjz?Can-Shoddy-Equipment-Accept-Runes2024-03-26T05:08:08Z2024-03-26T05:08:08Z<p>I am playing a goblin with Junk Tinker in PFS and it is nearly time for me to begin upgrading my gear with fundamental runes.</p>
<p>However, all of my gear is Shoddy. Since runes require a certain quality of materials to be applied, I was wondering if it was even possible to apply runes to Shoddy weapons and armor. Do non-special material weapons and armor require a base quality of "normal," rather than Shoddy?</p>I am playing a goblin with Junk Tinker in PFS and it is nearly time for me to begin upgrading my gear with fundamental runes.
However, all of my gear is Shoddy. Since runes require a certain quality of materials to be applied, I was wondering if it was even possible to apply runes to Shoddy weapons and armor. Do non-special material weapons and armor require a base quality of "normal," rather than Shoddy?Ravingdork2024-03-26T05:08:08ZForums: Rules Discussion: Runes on natural weaponsElric200https://paizo.com/threads/rzs43yiv?Runes-on-natural-weapons2024-03-24T08:48:34Z2024-03-24T08:48:34Z<p>Can weapon runes be added on Natural weapons?</p>Can weapon runes be added on Natural weapons?Elric2002024-03-24T08:48:34ZForums: Rules Discussion: Does splash damage even have rules?User6263https://paizo.com/threads/rzs43yi4?Does-splash-damage-even-have-rules2024-03-22T09:41:57Z2024-03-22T09:41:57Z<p>The answer to the title question seems obvious. However, when I tried to look up clarification on the rules for splash damage recently I found that the only results I got were concerning alchemical bombs. See below:</p>
<div class="messageboard-quotee">Quote:</div><blockquote><p><i>Player Core pg. 292</i>
</p>
A bomb deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. Add the damage together before applying resistance or weakness, and don’t multiply splash damage on a critical hit.</blockquote><div class="messageboard-quotee">Quote:</div><blockquote><p><i>GM Core pg. 244</i>
</p>
Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a critical failure, the bomb misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit.
<br />
:
<br />
For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage.</blockquote><p>I was unable to find any generally applicable rules on how splash damage works, only how it works for alchemical bombs. Though I was wondering specifically how splash damage works with spells, they seem few and far between, especially since Caustic Blast (formerly Acid Splash) had its own splash damage removed. What spells do exist do not possess the Splash trait, and the Splash trait seems to specifically refer to bombs. I found two examples of spells with splash damage: <a href="https://2e.aonprd.com/Spells.aspx?ID=1331" target="_blank" rel="nofollow">Exploding Earth</a>, and the Psychic's <a href="https://2e.aonprd.com/ConsciousMinds.aspx?ID=3" target="_blank" rel="nofollow">Amped</a> <a href="https://2e.aonprd.com/Spells.aspx?ID=1565" target="_blank" rel="nofollow">Ignition</a>.
<p>Do we then assume that splash damage for spells follows the rules for alchemical items? That it does a flat damage amount on a Critical Success, Success, or Failure, no damage on a Critical Failure, and affects all creatures within 5 feet on Success or Critical Success?</p>
<p>Exploding Earth mentions specifically the effects of the splash damage on a Success or Critical Success, but does not mention the Failure result. Should it be assumed that the splash damage still applies, or does it not apply on a Failure where the spell is concerned? The spell description also does not mention the splash damage affecting multiple creatures. Should it be assumed that the splash damage affects only the spell's target, or do we use alchemical bombs as the model and assume creatures within 5 feet are also affected on a Success or Critical Success?</p>The answer to the title question seems obvious. However, when I tried to look up clarification on the rules for splash damage recently I found that the only results I got were concerning alchemical bombs. See below:
Quote:Player Core pg. 292
A bomb deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. Add the damage together before applying resistance or weakness, and...User62632024-03-22T09:41:57ZForums: Rules Discussion: Monster Core - Vampires lack bleed immunityazrazaleahttps://paizo.com/threads/rzs43yh8?Monster-Core-Vampires-lack-bleed-immunity2024-03-20T07:55:48Z2024-03-20T07:55:48Z<p>Collecting data from various books below:</p>
<div class="messageboard-quotee">Monster Core vampire entry wrote:</div><blockquote><b>Immunities</b> death effects, disease, paralyzed, poison, sleep</blockquote><div class="messageboard-quotee">Monster Core/Player Core glossary wrote:</div><blockquote><b>undead</b> (trait) Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don’t benefit from healing vitality effects.</blockquote><div class="messageboard-quotee">GM Core wrote:</div><blockquote><p><b>UNDEAD</b>
</p>
<b>Traits</b> Almost all undead are unholy. Ghostly undead have the incorporeal trait. Undead without minds, such as most zombies, have the mindless trait.
<br />
<b>Senses</b> darkvision
<br />
<b>HP</b> void healing (<i>Monster Core</i>)
<br />
<b>Immunities</b> death effects, disease, paralyze, poison, sleep (or unconscious if it never rests at all); if mindless, add mental
<br />
</blockquote><div class="messageboard-quotee">Player Core wrote:</div><blockquote><p><b>Bleed Damage</b>
</p>
Another special type of physical damage is <b>bleed</b> damage. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don’t need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you’re healed to your full Hit Points.</blockquote><p><b>Every other undead creature in the Monster Core has bleed immunity explicitly listed</b>
<p>All of this together RAW seems to say <i>vampires can bleed but do not take bleed damage</i>.</p>
<p>For the most part, this doesn't matter, however, there are a few things in the core books that change their behavior with this.</p>
<p><ul><li>- Vampires would be able to use the spell Blood Vendetta as they can bleed.<li>- Vampires would be off-guard to DEINONYCHUS if they are bleeding<li>- Vampires would be more easily tracked by KROOTH while they are bleeding.<li>- Vampires would be dazzled by the Bird animal companion support effect while bleeding.</ul></p>
<p>I haven't searched the other books to look for things specifically triggering on a bleeding creature or on the ability to bleed but my guess is there are others.</p>
<p>Is this reading intended? It seems very purposeful. It makes sense to me from a fantasy world perspective that Vampires can bleed, however, the lack of actual damage makes it odd. Lore-wise it makes sense I think though with how undead function in pathfinder?</p>Collecting data from various books below:
Monster Core vampire entry wrote:Immunities death effects, disease, paralyzed, poison, sleep
Monster Core/Player Core glossary wrote:undead (trait) Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don’t benefit from healing vitality effects.
GM Core...azrazalea2024-03-20T07:55:48ZForums: Rules Discussion: Sure Footing VS GrappleRavingdorkhttps://paizo.com/threads/rzs43yf8?Sure-Footing-VS-Grapple2024-03-17T15:40:10Z2024-03-17T15:40:10Z<p>I don't see anything in <i>sure footing</i> that indicates it is limited to only magical effects.</p>
<p>Can it therefore be used to end the effects of a monster's grapple, or to rescue Buddy Threadgoode from getting stuck in the railroad tracks?</p>
<p>Seems like it would work in the former case since the Counteract rules say The following:</p>
<p><span class=messageboard-ooc>If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level.</span></p>
<p>Though I'm not sure how it might be adjudicated for a natural hazard or circumstance that might not have an associated level.</p>I don't see anything in sure footing that indicates it is limited to only magical effects.
Can it therefore be used to end the effects of a monster's grapple, or to rescue Buddy Threadgoode from getting stuck in the railroad tracks?
Seems like it would work in the former case since the Counteract rules say The following:
If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level.
Though I'm not sure how it might be adjudicated for a natural hazard...Ravingdork2024-03-17T15:40:10Z