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DmRrostarr's page
RPG Superstar 9 Season Dedicated Voter. Organized Play Member. 698 posts (706 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.
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Interesting question that was brought up, that I hadn't given much thought about until the other night.
Cleric is next to two enemies. He casts Grace (swift action that doesn't provoke).
Does this mean that his first square is no longer threatened when he starts moving?
Under Provoking an Attack of Opportunity: Moving - Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents. There are two common methods of avoiding such an attack - the 5 foot step and withdraw action.
Grace was always used in thousands of sessions we had before, but always casted with no enemies around to move through enemy squares to prevent provoking.
Because the cleric hasn't started moving yet, does that mean his starting square is still threatened or does Grace now make that starting square exempt?
TIA!!
Name: Miklosh
Class: Sorcerer 12
Adventure: Spire of Long Shadows
Loaction: Outside the obsidian ring
Catalyst: Teleporting and and scouting
Set in Golarion, the party teleports from Manzorian's abode in Egede to the northeast section of the jungles of the Mwangi Expanse. They arrive looking at the Kuluth-Mar from the edge of the jungles and doing a complete circuit, scouting from all sides before running into the beholder Ballaxxus, who catches the sorcerer flat-footed. In the surprise round the beholder got off a disintegration ray off, catching the sorcerer fully. Miklosh failed his save but survived the blasting with like 20 hit points remaining. First round of combat, the rogue standing next to Miklost cast vanish and moves away, and the beholder wins initiative of the sorcerer, launching a finger of death ray at the sorcerer, making the sorcerer turn completely white and falling in a heap dead.
Please cancel my Adventure path subscription as soon as possible.
Thank you!
Please try my payment again as I updated the info.
Thanks
Hi guys!
I thought I could edit this on my account page but I cannot find it.
Please cancel all my subscriptions EXCEPT for the adventure path subscription!
Thank you!
Hi Sam. Sadly, I did not receive my books.
Thanks
If I dont receive anything or see an update by Saturday evening, I will let you know. Thank you.
Not ready to freak out yet because I have not received my stuff but according to tracking the package was transferred to a Post Office 30 miles away and that was 7 days ago. Just giving you a heads up since usually it doesnt go to that post office at all before coming to my area and usually I will get my package like 2 days after I see the last tracking post office listed. Thanks
Disregard I just received a notice just now.
Thanks
Hi guys,
I had to update my card info and completed it about a week ago and was wondering if everything went through ok as my order is pending. Wasn't sure if my last scheduled order was delayed and pushed to the new order and if it will be delivered or if there is still an issue.
Thanks
-Ron
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I am more curious as to why even bother? A ghost in an antimagic field negates all its supernatural abilities (gaze, draining touch, moan, telekinesis etc).
Blackstorm wrote: Hi guys. I searched for this, but cannot find a RAW answer: how can I say, RAW, wether or not a spell that doesn't hp damage deals also sneak attack damage? Where are the rules? The only kind of rules I found about things like enervation or touch of fatigue spell refers to 3.5 CArcane, so I'd like a PF only answer. Can you help me? Maybe some post from developers in some remote thread?
Thanks for help :)
The first line under sneak attack implies you have to do damage:
"Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for EXTRA damage.
The rogue's attack deals EXTRA damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target."
Can't do extra damage if you can't do regular damage....
Java Man wrote: I'm highly confident that you need hp damage and a to-hit roll. But heck if I can site a source for that at the moment. Arcane Trickster with the Surprise Spell ability doesn't need an attack roll to do sneak attack, but that is a corner case.

Dave Justus wrote: The rules don't give an environmental rules for silent area other than the spell), they do give rules for dark areas. That is because dark areas are pretty common, silent areas not so much. It is reasonable to infer that the same logic applies though.
Conditions can be imposed by spell, but spells are not the only way that you can be effected by a condition, the environment you are in being prime example.
I suspect you would certainly agree that a character would automatically fail any sound based perception check in a silent area, even though the spell doesn't say that (while it does say no sound, it doesn't mention perception checks at all) because being able to make a sound based perception check in an area of silence would be nonsensical.
So the only distinction that we are talking about is the -4 to initiative. Personally, I could indeed see ignoring that since one, it really only makes sense to for the first round of combat, I don't see not hearing slowing you down once you are already in a fight, and more importantly, there is a fair chance that if one character is in the silence most of them are, and if everyone has a -4 penalty then effectively no one does.
That said, a character that is in an area of silence should definitely be considered to be deafened, as should any character who cannot hear for whatever reason.
I can see both Ravendork and Dave's point.
So let me play devil's advocate here Dave.
If a spellcaster is in an area of silence he can use Silent Spell feat with no issues, correct?
If a spellcaster is deaf and he uses Silent Spell feat, does he take a 20% chance of failure?
Actually, the spell Grace will by-pass this...
I can see this giving more credibility to using the 1 counts as a -10 and a 20 counts as a 30 optional rule in situations like this.
1) Yes
2) If it was invisible
3) Officially not that I know of but you could add the DEX bonus of the creature holding it (if positive)
4) Sure you can make an adamantine vial if you wanted to.
5) There was a feat that allowed you to drink it as a move action and not provoke AoO, but I think it was in the 3.5 PF books. I think the upgraded PF feat still allows to drink as a move action but still provokes (I'm at work and d20pfsrd is blocked so I cant check)
Would there be an exception with a creature like a hydra where it says you can actually target the head (providing that the head was doing the combat maneuver)?
Order says it was shipped the 14th but tracking number is invalid and I dont have my order yet. Any help please?
John Mechalas wrote: More specifically, you'll want the Golarion interactive maps that Garrett has put together. He has both a tiled version that is super-snappy and prettier but with a little less detail, and a vector version which is slower and runs client-side but has some more detail options.
Edited to add: both have ruler tools which you can use to make measurements directly on the map.
YES!!! This is most helpful. I was hoping to find something different but this works awesome. TY Sir!!
Is this what you are looking for?
From Ultimate Equipment under Gems and Jewelry: "Principally used to make trinkets and adorn objects, gems may also serve as a compact form of currency, and jewelry can be an efficient way to store treasure. Gems can be found uncut or not set within jewelry. They are often used to adorn walls and statues, and can be plucked from their settings.
There are two main categories of gemstones: semi-precious and precious gems. Most types of gems are semi-precious. Only a select number of gems are considered precious and fetch incredible prices. Some gems, such as those found in mines or quarries, are found in their unworked state. In general, an unworked gemstone is worth half as much as a worked gemstone of the same type.
Gems and jewelry can be bought or sold at their total value, and are sometimes used as currency. For simplicity's sake, assume that 50 gems weigh 1 pound."
Has anyone created a map or a program where I can put two locations on a map of Golarion and it will spit out the miles between the locations.
On the same note has anyone used GIMP with a map of Golarion?
Thanks!
Doomed Hero has the right of it. Unless the description of the effect says otherwise.
Take for example Glitterdust, where it actually says "Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect." Not on the turn of the caster who created the spell.
I am a player in a Pathfinder Updated Age of Worms campaign. DM told us that there is A LOT of ability score damage/drain in the game. We have ran into a "radiation elemental" which was deadly and a few other things.
@Claxon - I'm not sure if we will be fighting a ton of undead in the campaign or not but yes that is a viable option to all of us.
@Rory - My PC is immune to poison so no worries there. :)
Other than obtaining a Ring of Inner Fortitude, are there items, feats, etc that a PC can get to help him avoid ability score damage or drain. I'm not talking about healing it but rather pro-active ways of avoiding it or reducing it at the point of contact.
Sorry late to the party, but I did a hybrid using rolling with comparing to point buy.
Players roll 3d6 no rerolls six times. If their stats would fall between a 10 and 20 point buy, then they have to keep the rolls.
If their rolls were below a 10 point buy or above a 20 point buy then they had to discard and roll again.
This has worked great as PCs are rather close in stats and we get to keep the randomness of obtaining stats..

Sorry not very good at the linking stuff. About 6 months ago, I posed the same issue to Ask Mark Seifter thread (Page 87 of his thread)
"Mark, I have a APG question. There was a 9 post thread about this subject 5 years ago but no definitive agreement.
Per the APG: Pole Fighting (Ex): At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd. This ability replaces bravery."
My question is: if he shortens the grip, can the fighter still threaten 10 ft away or is he only limited to threatening 5 ft when he shortens his grip?
Thx
I agree with BigP4nda. It looks like since you're shortening the grip, you would be attacking up close but not far away. I can see the ambiguity, though. Anyway, that would be my personal ruling, and it's what I used when my group fought a ridiculous polearm master oni one time."
Again not "official" but offers insight...
I asked Mark S about this in his thread. Although not "official" he has stated that the fighter loses his reach when he shortens the grip.
Doh...forgot to look at resting first....
Thanks
When you recover ability points from the Heal skill (normal or long term care), can the points be split up or do they have to go to one stat?
Thanks to all..
With 5 players, I will give the enemies max hit points, but keep the numbered encountered the same.
With 6 players, I tend to keep normal HPs and just multiply the number of foes 1.5% Single enemies still get max HPs
Fuzzy-Wuzzy wrote: Not positive which sourcebook this is from, but
d20pfsrd wrote: Resonant Powers: When an ioun stone is set within the special indentation in a wayfinder, a secondary resonant power sometimes manifests to augment the ioun stone's powers, though this suppresses the wayfinder's normal magical abilities. This minor function is in addition to the stone's normal abilities, which continue to affect the wayfinder's bearer as though the stone were orbiting her head. Two resonating wayfinders wielded by the same character suppress one another's abilities, but both return to normal when one wayfinder is set aside. 75% of ioun stones grant resonant powers when placed in a wayfinder. 25% of cracked or flawed ioun stones have resonant powers (see Wayfinders and Ioun Stones) compared to the 75% chance for typical ioun stones; only 10% of scorched ioun stones have resonant powers.
I imagine its from "Seekers of Secrets" and I missed it.
Great find, thanks!!
When inserting a flawed or cracked ioun stone into a Wayfinder, would you receive the bonus from Resonant Powers (Method I)?
Under Resonant Powers (method I) in "Seeker of Secrets" it says if that stone(pink and green sphere) is inserted in a Wayfinder you get a +1 Will save bonus, but does it have to be a unflawed/uncracked stone?
My specific example is using a cracked pink and green cracked sphere. When inserted into a Wayfinder should you receive a +1 to Will saves?
Search didn't pull up anything regarding flawed/cracked stones with Wayfinders

Fuzzy-Wuzzy wrote: DmRrostarr wrote: Fuzzy-Wuzzy wrote: Normal Small bite damage is d4, not d3, so at Medium he'd do d4, not d6, if you want to adjust it.
I'd probably give him the boost but I think it's reasonable either way.
Yes you are correct that NORMAL small bite damage is d4, but Sharptooth feat specifically says you gain a bite attack at d3 damage.
Sharpttooth feat:
Your teeth are especially sharp and sturdy.
Prerequisite(s): Ratfolk.
Benefit(s): You gain a bite attack. This is a primary natural attack that deals 1d3 points of damage. Yes, so since the feat gives you a bite that does less than standard Small bite damage, a promotion should give it less than standard Medium bite damage. And the natural promotion from 1d3 is 1d4.
The Universal Monster Rules are giving you typical damage for attacks of each type and size, not absolutes, which is why the table says "Individual creatures vary from this value as appropriate." EDIT: Which is why it doesn't matter that the table value for Medium bite is 1d6. Ah...that's a good point about the vary quote....
vhok wrote: ignoring the racial heritage part and assuming this works it would not be 1d6
1d3 would turn into 1d4 not 1d6. the ratfolk bite damage is smaller then normal. think about if a ratfolk got enlarged the damage would only go up one die and since they have tiny size damage for their bite it would go up to small(1d4). so even though he is a medium human it would at best be 1d4.
Under the Universal Monster rules: a medium sized creature gains a bite attack that does d6 damage.
Fuzzy-Wuzzy wrote: Normal Small bite damage is d4, not d3, so at Medium he'd do d4, not d6, if you want to adjust it.
I'd probably give him the boost but I think it's reasonable either way.
Yes you are correct that NORMAL small bite damage is d4, but Sharptooth feat specifically says you gain a bite attack at d3 damage.
Sharpttooth feat:
Your teeth are especially sharp and sturdy.
Prerequisite(s): Ratfolk.
Benefit(s): You gain a bite attack. This is a primary natural attack that deals 1d3 points of damage.
So I have a guy in my group who is playing a human with the Racial Heritage feat (Ratfolk). He also took the feat Sharptooth which gives him a bite attack at 1d3 damage.
The problem is, Sharptooth is only available if you are a Ratfolk (small sized creature) or taken with Racial Heritage (which as a medium sized human he did).
Question is: does he use the damage based on the feat (1d3) or does he do bite damage based on his medium size (1d6)?
I'm inclined to think that the the feat is correct as this is a matter of specific over general rule.
Thoughts?

Ok kids....here is the stat block a player made for his paladin:
Male angel-blooded aasimar (angelkin) paladin (hospitaler) 4
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception -1
Aura courage (10 ft.)
Defense
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 34 (4d10+8)
Fort +9, Ref +6, Will +8; +2 vs. death
Immune disease, fear; Resist acid 5, cold 5, electricity 5
Offense
Speed 30 ft. (20 ft. in armor)
Melee lance +7 (1d8+4/×3) or
mwk heavy flail +8 (1d10+4/×3)
Ranged heavy crossbow +5 (1d10/19-20)
Special Attacks channel positive energy 7/day (DC 14, 1d6), smite evil 1/day (+4 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +8)
At will—detect evil
Paladin (Hospitaler) Spells Prepared (CL 3rd; concentration +7)
1st—magic weapon
Statistics
Str 16, Dex 12, Con 13, Int 10, Wis 8, Cha 18
Base Atk +4; CMB +7; CMD 18
Feats Fey Foundling, Power Attack
Traits indomitable faith, magical knack
Skills Acrobatics -4 (-8 to jump), Diplomacy +9, Handle Animal +8, Heal +5, Intimidate +5, Ride +0, Sense Motive +3, Spellcraft +4
Languages Celestial, Common
SQ lay on hands 6/day (2d6), mercy (sickened)
Other Gear mwk full plate, darkwood heavy wooden shield, heavy crossbow, lance, mwk earth breakerUE, bedroll, flint and steel, hemp rope (50 ft.), silver holy symbol of Sword, trail rations (7), waterskin (2), whetstone, light horse (combat trained), animal harness, bit and bridle, exotic military saddle, feed (per day), pack saddle, 56 gp, 2 sp, 3 cp
Special Abilities
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet)
Detect Evil (At will)
Energy Resistance, Acid (5)
Energy Resistance, Cold (5)
Energy Resistance, Electricity (5)
Immunity to Disease
Immunity to Fear
Lay on Hands (2d6 hit points, 6/day)
Mercy (Sickened)
Paladin Channel Positive Energy 1d6 (7/day, DC 14)
Power Attack -2/+4
Smite Evil (1/day)
I posed this exact question as well back in May to the "Ask Mark Seifter" thread...
His reply was this: "I agree with BigP4nda. It looks like since you're shortening the grip, you would be attacking up close but not far away. I can see the ambiguity, though. Anyway, that would be my personal ruling, and it's what I used when my group fought a ridiculous polearm master oni one time."
Lune wrote: Where you going? Get back in here and post your build so we can tell you how much it sucks and correct everything that is wrong with it! LOL. Its not for me. I have a player joining my group next week. I suggested a paladin since he wanted to play a "fighter" type but also the group has no real cleric.
When he gives me his build, I'll post it so you can all tear it apart. :)
Thanks for the help everyone!!
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So is anyone aware of a way to increase a paladin's lay on hands ability to heal more than using d6? Is there a feat that will give him a dice higher? Originally was thinking empower spell-like ability but LOH is supernatural so that's out.
Thanks
Order still says pending after I updated all my payment information. Can you tell me what the hold up is?
Thanks
From the PRD under weapons > weight:
"Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Some weapons have a special weight. See the weapon's description for details."
Going medium to large you just need to make sure that one of your squares in touching the original medium square. I believe this is an assumption in the rules without being stated outright.
As for going large to medium, we always roll a d4 to determine which square you shrink back down into.
From the PRD: "Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide to make a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger."
You fought a Huge dragon which means you get a choice of the following:
large mwk hide + a shield
medium mwk banded mail + a shield
small mwk half-plate + a shield
tiny mwk breastplate or full plate + a shield
Diego Rossi wrote: DmRrostarr wrote: Yep you got it.
I'm still trying to wrap my head around why this spell level is so high...
Its not movable, so unless you set it up in a choke-point, the enemy is just gonna walk around it.
Thanks for linking it Slim
No spell resistance, great to stop large or larger creatures. If I read it correctly they are moved to the "nearest square". I assume that "nearest" mean the one that require less movement, so they are automatically pushed back. Even if they save.
No size limit for that effect.
In the right conditions it can stop them as long as the geyser last. They are knocked prone of a fail save (no falling damage on a good save) but either way they land in a random square next to the geyser.
I really have a hard time thinking this spell should be 5th level for a wizard. Should be at least one level lower or two...
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