The player have an hard time during a combat and all the party (4 PC including the sorcerer) are thinking to escape the meele thanks to the teleport spell of the sorcerer. I'm not sure how to rules in combat the part of the teleport spell "All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you". Can the sorcerer on his turn, if the other 3 PCs are all within reach of him, simply cast teleport and touch all of theme in the same round? In this I have to count this as a standard or a full round attack? Or Having the sorcerer only 2 hands he can only touch at the same time only 2 PCs and the other one must be already touching the sorcerer or another PC? In this case must the last PC have declared on his previous turn that he wanted to touch another PC (and what kind of action is it? standard? free?)?
On the description of Guards and Wards "A dispel magic cast on a specific effect, if successful, removes only that effect". The question is what "specific effect" exatly means. Let say I cast dispel magic on one of the corridor with the fog (or on one of the arcane locked doors) and it is successful. Does it means that al the corridors (or all the doors) are dispelled or only that specific corridor (or door)?
Pg. 397 - Razmus
The sea singer, using still water performance, could reduce the DC 20 sailing check made during ship-to-ship combat (using the rules on the Skull & Shackles Player's Guide)? I am not sure if the "calm rogue waters" is a desciptive part or not. After all the reduction of the DC is could far more of what usually the "rough water" situation add (e.g. rough water add only +2 to the DC of an achrobatic check but still water could reduce)
I think than resolving it with a stealth check is not the right way. Stealth is about "hiding and moving silently". I interpret moving=move action (so walk or also climb).
I suppose that opening a lock creates some noise. I'm wondering how to houserule a silent disable device check. My idea is imposing a -5 penalty to the check adding that if you fail by 5 or more you make noise instead. Due to the fail consequence you cannot take 20 and, assuming that, if you are trying to make no noise, you are also someway in danger/stress (to be discovered) you can not take 10.
Weren Wu Jen wrote:
Ok you can not cast a spell with your shield arm, but: "Shield, Light; Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it." So, if you are holding a weapon in the other hand, in the round you have to cast a spell you have to swap the weapon between hands (you can not use the weapon with the shield arm, but you can carry a weapon-actually an object-with the shield arm) and cast the spell with your not-shield (and now free) hand. I think that swap a weapon between hands is a free action.
Dennis Baker wrote:
I'm not sure telekinesis could be regarded as a mind affecting effect
Cheapy wrote:
Thanks, I was confused because it was not reported in Magic Chaprter (page 221) and in the appendix (page 554) (the only two paragraphs indexed in the index for the supernatural key)
Cheapy wrote:
I did't find this sentence in the Core Rulebook, where is reported?
Cheapy wrote: And any other (Su). Only (Sp) has casting time of 1 standard action. That is not true for (Su) and (Ex). I also think there is an error in the core rulebook stating that using all domains powers is a standard action. Take for example Acid Resistance or Leadership. I think almost all the (Sp) power domains are standard actions (as reported in all the descriptions, apart from few exceptions), but (Ex) and (Su) domain powers are free or swift actions |