Wight

Archmage's page

27 posts. No reviews. No lists. No wishlists.




I was wondering what exactly happens to a flying creature, when knocked prone.
For example a flying dragon hit by a clashing rock spell
Go to clashing-rocks.

- according to the Gunslingers targeting ability flying creatures are falling by getting knocked prone.
and according to the falling rules
Go to Falling.
the Dragon gets knocked prone when he crashes in the ground.
- what implies that the dragon also would get damage from his fall.
and evtually is suffering damage from the clashing rocks hitting its head.

my question now is, is there any way to avoid getting knocked prone for the dragon.
I see two possibilities - he has feather fall spell prepared or is falling long enough to get to his turn - meaning he is flying high enough that he is still falling to his next turn.
But the height the dragon would have to get to his turn while still falling is´nt stated in the falling section. - the next close thing would be the 500ft to cast a spell - what is normally a standard action.

And i was also wondering what happens to a creature which can´t be tripped when hit by the spell - does this imply the creature can´t be knocked prone - or it can get the prone condition but source therefore can´t be tripping ?

Well and i´m somewhat intrested if it is just me, who finds the no posibility to not get knocked prone by this spell a little bit harsh.


I would like to know how to rule the following situation.

There´s a Fighter under the effect of an antimagicfield - this Fighter posses various means of buffs & items which boost his saves, which are of course supressed by the antimagicfield.

Outside the Antimagifield is a Wizard casting a spell like sleep on the Fighter. - so what happens under the following presumption that the fighter would fail its save against the spell without it´s buffs ?

A. Does the Fighter have to save against the spell with his current supressed saves and then suffers the spell´s full effect after leaving the antimagic field ?

or

B. Does the Fighter have to save against the spell which was cast during inside the antimagicfield on him when he leaves the antimagicfield and his buffs as the spell cast on him start function again ? and what about Flesh to stone which effect is instantaneous and its duration permanent ?


So at the moment im thinking of ruling, these "abilities" in a fashion that the other Melee chars aren´t banned to the sidelines -

stunning assault in my opinion is quite strong even without dealing damage to the opponent - it is still a disarm with no risk for the user -

come and get me - i´m planning to allow only aoe in response to attacks which would actually hit and I´m thinking of increasing the attack and damage boni for the attackers


In which way do permant attributbonuses influence the chars ability to cast spells: it is stated:

"Intelligence: Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.

Wisdom: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom.

Charisma: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma and the DC to resist your channeled energy.

Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed."

and for example for sorceress:

"To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells)."

what i wann know is, does this mean a Sorcerer lvl 20 with cha 13 and a headband of cha +6 ,which he is wearing for over 24h , does grant him the ability to cast 9th lvl spells?

and is it possible to learn feats for example Dodge when you have dex 9 and you are wearing bracers of dex +6 for over 24h ?