Pirahna

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Guys, a simple question:

- given the characteristics of dhampirs, they suffer the effects of the spell "destruction"?

prd:

Destruction
School necromancy [death]; Level cleric 7
Casting Time 1 standard action
Components V, S, F (holy or unholy symbol costing 500 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
This spell instantly delivers 10 points of damage per caster level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell (and was slain) is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.


Friends, I would know the answer to the question:

A member of my group is playing a cleric with the archetype Theologian, and when reached the 10th level, he chose disintegrate to apply a metamagic feat, but would only be available at level 13. He did something illegal?


PRD wrote:


Frostbite
School transmutation [cold]; Level druid 1, magus 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes

Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Doubt: How frostbite works?

Do you use magic in yourself, when you do touch attacks, the spell causes damage described?

My doubt is because of the following factors:

1) Range: touch
2) Targets: creature touched
3) Saving Throw: none;
4) Spell Resistence: yes

---

If my hypothesis is correct, it should not be like True Strike spell?
1) Range: Personal
2) Targets: You
3) Saving Throw none(harmless)
4) Spell Resistance NO


1 person marked this as FAQ candidate.
PRD wrote:

Enforcer (Combat)

You are skilled at causing fear in those you brutalize.
Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
PRD wrote:
Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

Friends, if I am doing a full-round action and hit two non-lethal attacks with melee weapons, I could leave the target frightened if successful in the two tests to intimidate?


Scout's Archetype:

PRD wrote:
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge..

Minotaur Special Abilities:

PRD wrote:
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

My question is:

A rogue with this ability (Scout's Charge) can apply a sneak attack after a charge on a minotaur?