Bishop Ze Ravenka

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Eltacolibre wrote:

*snip*

Gary Gygax said that he took inspiration from the Gallic Priests, Druids from Caesar Description when the druid came out in Eldritch Wizardry in 1978. I do not have a copy of Eldritch Wizardry 1978 but from what I heard, they do make a nod to the iron/metal taboo.

The not wearing metal armor is probably just a druidic tradition/teaching, just that in their fantasy setting, this tradition/teaching happens to lock up your powers if you don't follow it. As druids funny enough for being most of the time seen as hermit loners are probably the most social "class", druidic orders/circles are accepted by default and even share a secret language, druidic.

Eldritch Wizardry

"Druids are able to employ the following sorts of weapons: Daggers, sickle or crescent-shaped swords, spears, slings, and oil. They may wear armor of leather, and use wooden shields. They may not use metallic armor. Druids may use those magical items not otherwise proscribed to them which are usable by “all classes” and all those items normally usable by clerics, excluding all clerical items of a written nature (scrolls, books, etc.). With regard to fighting ability and saving throws treat druids as clerics, except that with regard to fire the saving throw is always +2 in the druids’ favor."

No real reasons given. No other entries that I can find here either.


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Isn't this as simple as changing the language of the character class advancement similar to the below for Alchemist?

Current:
"Light Armor Expertise 13th
You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert."

Possible:
"Alchemist Armor Expertise 13th
You’ve learned how to make better defensive use of your armor. Choose one: Your proficiency ranks for light armor and unarmored defense increase to expert or you may increase a single other trained armor feat to expert instead."

This gives players a meaningful choice and shows that there is a divergence from the standard. You want to be an alchemist in heavy armor, that is fine, and this reflects that you spent no time training in unarmored or light armor. You have come to rely on your heavy armor, and it shows. This should work with any class, trade the auto class option for whatever you are building into.

Weapon specialization already takes this into account beautifully I think. (Even though it queues off a so-so Alchemical Weapon Expertise in this chain)

Current
"Weapon Specialization 13th
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary."

Maybe something like this in a future unchained or advanced book if not fit for vanilla?

A lot of these "standard class features" feel like they have a foot half in the past and half in the future.


@Masika

In regards to your original inquiry, I believe some or all of this has already been mentioned, but let's streamline it here again.

Attacks of Opportunity (Core book Page 180)
- These free attacks are called attacks of opportunity.
- An attack of opportunity “interrupts” the normal flow of actions in the round.

Dazed (Core book Page 566)
- Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round.

The problem in the rules for PF that you are targeting is that the book only uses Actions in Combat to describe actions, since actions at any other time are not as necessary to micromanage. You sort of have to give forwards and backwards definition to something that is not specifically called out elsewhere. In this case, I submit that "Attack" is the keyword in AoO and "Actions in Combat" (Core book Page 181) covers all forms of attacking under various "Actions" heading (Action Types specifically). Therefore, ANY form of an "Attack" would be classified as an "Action", even if the specific type of "Action" is not called out as well. Specifically here because the AoO is acting as an interruption to the normal flow of actions in a round, and interruptions are not covered elsewhere in the rules (if anyone is familiar with old Magic the Gathering, this is the very reason they turned all Interrupts into Instants).

At this point, I would classify an Attack Of Opportunity as an Action for the purposes of Combat (which is the only time it would be available as an "Action" anyways). Under the rules for a "Dazed" creature, "a dazed creature can take no actions", therefore leaving an AoO as not possible for a creature under the "Dazed" effect.

For your secondary question raised later, asking if an AoO can provoke an AoO, the rule itself specifies that "An attack of opportunity is a single melee attack" (Core book Page 180) and that an Attack (melee) does not provoke an AoO (Core book Page 183, table 8-2 Actions in Combat). If someone is substituting some other action for an AoO, then it should be reviewed on a case by case basis for the ability/feat/spell/etc that is changing their AoO and see how the specific ability/feat/spell/etc itself would tackle the given situation.

An easier way to look at all of this is to go with the implied use/meaning of what you are asking. The Dazed condition, at the core, is to effectively skip a characters offensive actions for 1 turn (imho). That would include offensive reactions to me, which is really what an AoO is. The Dazed character/npc is in a situation of slight confusion, such as right after awakening, and is being defensive while their brain catches up, not looking to seize an advantage, such as an opening that can be taken with an AoO. By their next time to act, they have caught back up and may continue as normally.


Ultimate Magic Page 79. Seems to point to player controlling the Eidolon.

Hordes of Summoned Monsters
The broodmaster and master summoner archetypes can
potentially have 5, 10, or even more summoned creatures
in play. This is a deliberate feature of these archetypes,
and means that the summoner can potentially be a strong
candidate for “solo” adventuring by one player. However, in
the hands of an inexperienced or moderately experienced
player, dealing with all of those creatures in combat can
take a long time, forcing other players to wait extended
periods between their turns in the initiative. It is strongly
recommended that GMs only allow these archetypes for
experienced players, or decide on a way to speed up the
summoner’s turn (such as by allowing other players to
control some of the summoned monsters).


Maybe this is a simpler answer for you. If you have to ask if what the Paladin is doing is within the limits of the class, then it probably isn't.


This does border on greed and corruption. Why not use it as an open door and prod him down the pathway of evil. See how he reacts. The villain could pick up on this "flaw" in the Paladin, offer him something on the side for leniency, etc. See if he goes for the chance at power or for rebuffing the villain and doing the right thing. You could even have a lesser demon come in and stir things up. Nothing goes down so sweet as corrupting a good and pure soul. Use it to teach him a lesson. Paladin is a powerful class because it operates under strict guidelines, not just of the alignment, but the code of a paladin. His power comes from somewhere and diverging from the path just a little leaves you a fighter, plain and simple.

"Under exceptional circumstances, a paladin can ally
with evil associates, but only to defeat what she believes
to be a greater evil. A paladin should seek an atonement
spell periodically during such an unusual alliance, and
should end the alliance immediately should she feel it is
doing more harm than good." - Core page 64


Diego Rossi wrote:
PRD wrote:

Gate

...

D
Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Second, you may then call a particular individual or kind of being through the gate.

The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

By the description above it could be transparent from the "back" side and hard to notice. From the other way "It is a two-dimensional window looking into the plane you specified when casting the spell" so if the terminus on the other plane is very similar to the area outside the dungeon it would be hard to notice it.

I think it would be detected like a magical trap.

Thank you Diego, that is what I was looking for.


wraithstrike wrote:

Actually gate allows for two way travel

Quote:
First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Sorry, I do understand that. But if a Gate has an A and a B side, assuming that the A side is the active transport side and the B side is the inactive side, then at each location on the two planes the Gate would have a transport side and a mundane side. If you locked the gate in a specific location on both planes so after traveling through the mundane side, the PC's could then only travel through the active side is what I am looking at. It would then work like a roach motel or a possum trap, they could not leave the way they came in because it now takes them to another location.


Hello all, looking for a little insight into the 9th level Wizard spell Gate. Specifically the line "A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.". For my scenario we need to assume the following:

1. A powerful lich has previously used a Gate spell on the entrance to their catacomb
2. The Gate now connects this entrance to their demiplane
3. The feat Create Wonderous Item was used with one or more Wish spells to create a sort of one destination stargate that is implanted in the hallway so as to be hidden
4. The spell is now in permanent effect

What I am most interested in understanding is the characters go into the catacombs and either clear it or reach a point of retreat/needing to resupply. At this point, they back track to the entrance and find themselves standing outside the catacombs, in a small clearing similar to where they indeed found the dungeon, but 10'-15' beyond what could be seen from the doorway is the demiplane of the lich and not the relative safety and freedom they expected. Would characters entering the dungeon notice that they have gone through the "back" of the gate? What would the front appear as? Is it like a looking glass, so that the illusion beyond is enough to leave anyone taking a quick glance back none the wiser? Would it be possible to create a permanent connection like I am stating above to a smaller fixed location such as the plane using Gate? Thoughts and assistance rounding this idea out are very much appreciated. Many thanks!