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Yorien wrote:
As stated by Java Man, some feats can grant you extra skill points, since feats are accounted for after the INT penalty is applied

Java Man made it sound as if there were multiple Feats that could grant skill Ranks; Cunning is a 3PP thing so it's not always allowed at the table.

Reason it matters to me is for Unchained Skills- the ranks in Unchained skills determine the cool parts rather than the actual pluses.


Necro because I have to know- what's the way to increase that number (of skill points)?


I did find another thing which can fix Ability Damage (for CON), an Alchemical Remedy in Ultimate Equipment called

Padhazar:
Padzahr

Price 80 gp; Weight —

Drinking this crystal-clear liquid accelerates the natural process of healing Constitution damage. Resting for 1 hour after drinking a vial heals you of 1 point of Constitution damage as if you had benefited from a full night's rest. Taking multiple doses in an hour does not increase the rate of healing; you must take each individually, followed by an hour of rest, for it to have any effect. Using more than 4 doses of padzahr in 1 day has no effect.


(Note to self, 'FCB' = 'Favored Class Bonus') What Wizard spells can recover Ability Damage?


Ring of Inner Fortitude:
Ring of Inner Fortitude

Price Varies; Aura moderate conjuration; CL 7th; Weight —

Minor 18,000 gp; Major 42,000 gp; Greater 66,000 gp

Alternating diamonds and rubies stud this band of white gold. A minor ring of fortitude reduces ability damage or temporary ability penalties the wearer takes by 2 points and ability drain by 1 point. If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), the ring reduces the damage, drain, or penalty for all ability scores.

A major ring of inner fortitude reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points.

A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points.

Wearing a ring of inner fortitude ring does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition.

Construction Requirements

Cost varies

Minor 9,000 gp; Major 21,000 gp; Greater 33,000 gp

Forge Ring, restoration

is a good catch, thanks.


insaneogeddon wrote:
Paladin Warrior of the Holy Light,Hospitalar,Variant Channeling (disease)… seems he can cover ability damage and drain.

First off, thanks for listing these- not every group has ready access to Restoration(s).

For Variant Channeling: "Disease: Heal—Creatures heal a number of points of ability damage to one ability score (your choice) equal to your channel bonus."

For the Paladin variant class feature, Warrior of the Holy Light, "At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day."

However I'm not seeing how the Hospitaler fits into this, as none of the 3 alternate abilities seems to apply to Ability Damage:

:
Smite Evil (Su): This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

Channel Positive Energy (Su): When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This replaces the standard paladin's channel positive energy ability.

Aura of Healing (Su): At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times. This ability replaces aura of justice.

Am I missing something?


An oldie, but a good question & with several years of new products, perhaps some new answers. Anyone have ideas for ways to prevent Ability Damage?


So I've got a 16th Level Halfling character who did the following advances: Ninja 4/Dawnflower Dervish 8/Mouser 1/Vexing Dodger 1/Kensai 2

For the life of me, I'm not sure of the math for both his saves & BAB.

Ninja (favored class) 4th: BAB +3, Fort +1, Ref +4, Wil +1
Dervish 8th: BAB +6/+1, Fort +2, Ref +6, Wil +6
Swashbuckler (Mouser) 1st: BAB +1, Ref +2
Vexing Dodger 1st: Ref +2
Magus (Kensai) 2nd: Fort +3, Will +3

Can anyone- please- help me figure his BAB & saves out? Then maybe even explain the math?


@avr: Cocktrice grit is amazing, thank you. There's no initial save, but would it be subject to SR?


avr wrote:
What exactly are your criteria? - area effect, an actual physical projectile and damage measured in d6s (for some reason) are what I'm getting from the OP.

Basically as much damage as possible without resorting to a retributive strike from a Staff of the Magi or Power. Basically looking for something a non-caster like my Bard could use to do as much single-shot damage to a BBG as possible. Area effect not necessary, so could be cone or line of effect.

Use Magical Device is a possibility.

Elixir of Dragon Breath is a good suggestion, thank you. However a 10d6 gem from the necklace of fireballs is obviously a little more potent. Although the Elixir has a higher save DC so it could theoretically deal more damage.

Decisions, decisions.


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Ok,so Beads of Force, Necklace of Fireballs, & Javelins of Lightning. The usual suspects when it comes to magical 'bombs'; I.e. magical items that explode for a bunch of d6 damage.

Is there anything else in Pathfinder? Anything at all?


Thanks My Self. At 117,160 gp its definitely not cheap but intelligent armor that wants you to go stab stuff is just too sweet.


Oh that's awesome Tomos, thank you! Definitely going to be taking that. Much obliged. Very hard to keep up with every new Feat/item.

Speaking of which, looking closer at that Ring of Swarming Stabs, it being effextive only 2x per day- and requiring a Flank as opposed to a 'opponent loses Dex' takes some of the shine off it.

But the more things the merrier.


Thanks for the responses.

While its true a solid Rogue build would have a whole fistful of dice for Sneak Attacks my guy is multi-classing to make up for weak spots in our party.

One of my classes is Vexing Dodger & the more sneak die isn't for damage (although I also have Mouser) but for the Dodger's ability to give a -1 for every die.

The ring will work out great, thank you Leandro Garvel.

Don't suppose there are any other magic items that give more sneak dice aside from the ring?


Necro bump.

Looking for the exact same thing in Pathfinder. Thought there was a weapon enhancement that did a d6?


Thank you for the responses.

Brief backstory; my weekly group is slugging through the Anniversary Edition of Runelords & (semi-spoiler) there's a Liche. My Halfling Bard cast Silence on a coin to shut down the spell casting but the Undead guy later moved, then cast the Prismatic Spray. I had hoped to drop said Silenced coin onto the ground as I was turning to stone. But despite that being a Free Action to do, technically only something that is an Immediate Action could happen on the Liche's turn.

I had already used all my Hero Points to stop other bad things. All this being said...

@Create Mr. Pitt: agreed, the Special effect could apply here & given the scope of Hero Points seems well-within their usage.

@aboyd: from my understanding, Act Out of Turn only applies to interrupting the Initiative Order rather than any actual actions. Once the Liche had successfully cast the spell & once I had failed my save vs the spell I can't then Act out of turn to pretend the spell didn't happen. Right? Otherwise we're getting into weird time displacement. To me you could use it to move Intiative in front of the Liche to respond to him attempting to cast the spell as once he has + the Save is failed its resolved. I Will go back to re-read Ready Action.

@Guru-Meditation + CampinCarl9127: hoping there's something else somewhere aside from Hero Point rules. If there's not an actual class ability, then maybe a Spell or magic item? Saw a mention of a 'Lightspeed Rod' for example. My poor Halflings situation seems like a situation that could come up enough for there to be a way other than Hero Points. In fact with that same Prismatic Spray spell, 2 of the party got sent to another plane, 1 of them our wizard. If he had been able to drop his wand before being shunted away that would have helped.

@Darksol the Painbringer; thank you for finding that bit of RAW, it gives the possibility of being able to drop something for the rest of the party to use provided they have an Immediate Action. By that logic, if you had an Immediate Action it could also let you Drop prone too?


So last session my Halfling was on the receiving end of a Blue Prismatic Spray, failing the Fort Save & becoming petrified.

Before I completely turned to stone I wanted to drop what was in my free hand to help the remaining PCs.

But dropping something is only a Free Action when what is required is an Immediate Action; I.e. a way to act out of turn.

I looked at Hero Points as those are a rule my group uses but the closest thing was, 'Act Out of Turn' which wouldn't be applicable in such a situation.

Turning to you folks to see if anyone knows of a Spell, ability, or magic item that allows Free Actions to happen as Immediate Actions or some other way to drop an item out of turn.

Any ideas?


Hey folks, thanks for the replies.

Definitely not getting those plastic hexes that I linked to. Meanwhile cardboard is a cheap fix, but the idea with clear plastic is you can see underneath. And then there's the durability factor.

Regarding why getting hexes instead of keeping the as-is circles that minis are made with it, has to do with getting rid of the diagonal distance issue. But also wanting to use facing rules to liven things up. And these look to be easier to resolve with 6 sides:
Front, Front Left, Front Right, Rear, Rear Left, Rear Right.

Why?

While its true that switching from squares to hexagons in Pathfinder requires adjusting other aspects of the rules, it looks like doing so will make the game more tactical. I.e. moving around behind someone to avoid their shield & therefore negate that bonus.

I also see some of the disadvantages as advantages. Example being number of opponents that can surround 1 Medium figure. 6 with a hexagon base vs 8 with a square base. Both balance-wise + realism-wise, a half-dozen on 1 is better.

In answering my own question, it looks like what I need to do is make the larger hexagon bases out of smaller M-sized hexagons so that they can fit on a grid & within the 3.5 rules.

I'll see if I can come up with something to show as an example.


Arrrgh. Here is the hopefully correct links to the sites. The Unearthed Arcana rules:
http://www.d20srd.org/srd/variant/adventuring/hexGrid.htm
And then here's the larger hex products I came across:

http://www.minairons.eu/en/74-hexagonal-bases

But what it looks like you'd have to do to fully utilize the advantages of hex-based combat is rather than have individual Large/Huge/Gargantuan hexes themselves is to instead make those bases out of a series of smaller hexes so they'd actually fit on a hex battlemat.

Does that make sense to people?


So my group is kicking around the idea of switching from the traditional squares for maps to hexes for maps. The d20 incarnation of Unearthed Arcana had a summary of some of the advantages of hexes:
http://www.d20srd.org/srd/variant/adventuring/hexGrid.htm

However, since all plastic minis have circular bases, we need to find a way to transform a circle into a hexagon.

Came across a company that makes plastic hexagonal bases:
http://www.minairons.eu/en/74-hexagonal-bases?

But the question that we're not sure of is what size- in mm- would be best bases for:

Medium figures
Large figures
Huge figures
Gargantuan figures

Anyone have any ideas, on bases or about hexes in general?


LMPjr007 wrote:
It is being sent out to stores this week and you can see a video review of the product right here!!!

Would you please consider doing a follow up review that actually shows the various parts to the portfolio? Even a brief glimpse would demonstrate the usefulness of this version compared to all the other ones out there.


I'll Necro your Necro. My group is very interested in this but want to have a better idea of the layout.


Hello, I've seen 2 different versions of this; one with a long pointing to a subject & the other with a golden bad guy sitting on a pile of skills. Both are PZO 3040.

Any differences? One contain errata?


No Cap., I didn't. I see the logic on both sides, but a lot of people interpret the dismissal as ending the spell suddenly enough for everyone to immediately re-form.

By saying your opinion was contrary, I wasn't implying anything negative, honest.

The fact that they specifically point out that you can dismiss the spell- right after talking about the 5 round change time- to me, says they mean you can negate that IF you dump the spell effects.

But, as Diego pointed out, the caster has to be able to speak to dismiss it since Wind Walk has a verbal component. If he''s Wind Walking, he can't do this until 5 Rounds later. That's the balance part of the Windwalk Assault to me. Though I'm not understanding your silenced comment.


DM_Blake, thank you for the computer analogy/metaphor. That helps a lot & should be enough to explain it to my group.

But Diego Rossi is indeed correct- without a mouth you can't utter a command word, so if the caster is also in Wind Walk form, then the group is indeed stuck counting down 5 rounds. Brutal.

In the end, our group played it the right way, even if for an accidental reason.

Thank you everyone. I think this 'solves the puzzle.'


DM_Blake wrote:
It is, if nothing else, an interesting way to kill off a disliked companion...

You mean dismissing it on them while you're zooming around in cloud form? Cruel Blake, cruel. Makes me worried about the tactic of someone controlling our Cleric, then 'pulling the plug' on us while we're doing our Neo Superman imitation.

Which wouldn't work if the spell's dismissal required 5 rounds to materialize.


True, with an asterisk*

Per Wikipedia:

"A bird's velocity is necessarily variable; a hunting bird will reach much greater speeds while diving to catch prey than when gliding. The bird with the greatest airspeed velocity is the peregrine falcon, able to exceed 320 km/h (200 mph) in its hunting dives. The greatest self-powered horizontal flight speed is achieved by the white-throated needletail, capable of such speeds as 169 km/h (105 mph), typically during mating rituals."

So a diving Dragon going 90mph? Sure. I saw that Dragonslayer movie. But 90mph having to turn around, start from a dead stop & fly through a cave? Eh.


Matthew Downie wrote:
"Each change to and from vaporous form takes 5 rounds" is part of the spell effect, and no longer applies if the spell is dismissed. This is logically consistent, and makes dismissal into a valid tactical decision, so unless you have some contrary evidence, I'd go with that.

No contrary evidence per se, but some contrary opinions, such as Cap. Darling's.

For me, possibility 2B (why the heck would you Dismiss the spell if it still took you the 5 Rounds to re-materialize?) is the key. Thoughts on this aspect?


Bouncing off that same logic; the white Dragon chasing me was going 200'x 4, so 800' in a round. Or 2 and 2/3 football fields in 6 seconds.

That's just over 90 miles per hour.

And if I remember this was in the first round of him chasing me, through a tunnel, with him intially facing the rest of the party.


I sincerely appreciate the detailed explanations. The Dragon was chasing me back down the rocky tunnel entrance to his lair. Ran that way because he was attacking the crap out of us while we were waiting to transform solidly back.

Speaking of which...

Can someone please take a crack at answering our group's nagging question about Dismissing Wind Walk?
http://paizo.com/threads/rzs2says?Dismissing-Wind-Walk-what-happens#3

We've only gotten 1 response so far & we try to have at least a few 'experts' before coming to a consensus.


LazarX wrote:


Running speeds have to be done in a straight line. Any deviation from that limits you to a double move.

Also,a successful Fly check is required, no?


Thanks Nefreet. If there is a sharp turn, I assume there's a Fly check or does that halt the movement for the turn?

Also- mind responding to our other quadry?
http://paizo.com/threads/rzs2says?Dismissing-Wind-Walk-what-happens#3


1 person marked this as FAQ candidate.

My Wind Walked Halfling Bard was trying to get away from a Large White Dragon, but ended up getting caught- and swallowed. I'm trying to see if we mixed up Running with Flying.

I know that you can Run at 4x your Move for for a number of rounds equal to his Constitution score, but can someone also Fly at 4x their Move? i.e. can a Dragon with a 200' Fly speed can push itself to 800' in a Round?

Or is the limit for Flying 2x, as in a Double Move? i.e. that same Dragon can 'only' Fly 400' in a Round; 200' for the Move Action + another 200' Move in place of a Standard Action.

Thanks.


Thanks for the reply. Hoping for a few responses, even if different interpretations.


I posted this to an old thread with Wind Walk questions but really hoping to have a response before my next game session, Thursday night.

Basically, want to know what happens when a Cleric dismisses Wind Walk:
1) it still takes time for the party to re-materialize in solid form because, "Each change to and from vaporous form takes 5 rounds."

OR

2) the party instantly re-materializes because-
A) this was how the spell worked in 3.0; "The character, however, may dismiss the spell, ending it immediately. The character may even dismiss it for individual wind walkers and not others."
B) why the heck else would you Dismiss a spell if it still took you the 5 Rounds to re-materialize?

On the one hand this seems like a pretty basic question, but on the other I can see where the interpretation gets...cloudy. {cymbal crash}

Any thoughts appreciated.


Reason I ask is that this happened to our party last gaming session & the having to wait 5 rounds until transformed caused us to take a lot of damage in the interlude.

I've seen some people post that dismissing the spell instantly transforms the party while others say it still takes the 5 rounds.

But why would you dismiss the spell entirely if it still took 5 rounds? Why not keep it up just in case?


Nothing wrote:
The real problem is that it takes 5 whole rounds to get back to physical form, during which time the party can't attack or cast spells, unless the caster dismisses the spell. If the spell is dismissed, the party needs to find another way to get to the other towers.

So if the caster Dismisses the spell, the creature who was Wind Walked instantly returns to solid form? Why would that be the case instead of them needing the standard 5 rounds to transition?


Hello,

Our group gave the optional Hero Point rules a chance, & after a year of play they're 'in to stay.' But we haven't included all of the uses yet, so I was curious if anyone had thoughts on their equivalent power compared to existing in-game class abilities, spells, or magic items.

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

I'm particularly wondering about 'Act Out of Turn' & 'Recall' as those are 2 that we don't currently use & the DM is on the fence about. 'Cheat Death' came out in our last gaming session, so curious about its equivalencies.

Any thoughts about what these are comparable to?


Ah, I see. Variant Aasimar Abilities Entry #99; "You have a natural Fly speed of 20 feet (poor)."

Compare that to:

#33 "When coins or other small metal objects pass through your hands, they become perfectly clean and shiny again." Thanks Universe.

or

#6o "You always know the current position of the sun." Uh, ok.

or my personal favorite for Wasted Ability,

75 "You can sense when a creature is pregnant by standing within 10 feet of the creature." This could come in handy...never.


Bardess wrote:
Plumekith's wings are vestigial. But you may take the racial ability #99 and gain a flight speed of 20.

I know this is an old thread, but we've got one of these builds in our party & I played him tonight. What is & where is this alternate racial ability?


Byakko wrote:
You just can't continue to move since you're prone. If there was some way for you to get un-prone in the middle of your move action, you could in theory continue it.

I have a Belt of the Weasel, I assume that would that work?


Makes sense with those explanations, thank you. I could have used Acrobatics to avoid the AoO but wanted to move at full speed, & the +10 to the DC to do that would have probably been too much vs the Glabrezu's CMD was what I was thinking.

Related-question, since I'd be moving at full-speed & I ended up with the AoO anyways, is there any reason to not at least try? Does using Acrobatics this way 'use up' an action or could I still have used both my Move + my Standard Action to move again, with the DC to avoid being +10?


Hi folks.

My Halfling took a level dip into the Mouser Swashbuckler Archetype & last night was the first time I got to use any of the abilities.

The party was fighting a glabrezu & after it attacked then missed my character, I spent a Panache point & activated Underfoot Assault (Ex). So I moved 5' into the demon's space (which per the ability did not count against my movement the next round, and it didn't provoke attacks of opportunity). After a few rounds, the fight was going badly & I wanted to get the heck out of there.

Here's where the rules question comes in.

"The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser."

*My interpretation was that the Mouser can bug out & leave-leave the foe's space. I had him do a double Move to get the hell away.
*My DM's interpretation was this part of Underfoot Assault meant that my character could only safely go back to where he started the Underfoot Assault. i.e. 5' And anything beyond that provokes AoO. (particularly since the Huge Demon had 15' reach.)

So, the rub is this: what does "leave the foe's space" actually mean in Pathfinder? Does 'leave' mean 'go as far away as you want' or does 'leave' mean, 'only back to your own space?'

Thanks & Happy Friday folks.


My character was trying to escape from a monster, & provoked an AoO while moving towards the exit, so he cast Windy Escape to reduce the damage, thanks to gaining its DR 10/magic effect.

However the GM thought that since the attacking creature had Damage Reduction magic itself, it would be able to bypass the DR/magic from Windy Escape. We couldn't find it in the books or PRD, although he said he may have been remembering it from 3.0 days.

I did find a thread that seemed to say 'no' http://paizo.com/threads/rzs2nth7?Overcoming-DR-with-natural-weapons#1 but wanted to be sure.


Chess Pwn wrote:
luck, grit, and panache all stack into the same pool. But they don't stack with the same kinds.

Can you show me where you found this?

Also, you didn't mention Ki points- is that because they're an exception?


Here's a related observation: the Kata Master's Panache pool wouldn't stack with the Mouser's (Swashbuckler's) Panache Pool because it specifically states that your Panache limited to 1 + CHA bonus. Right? Or since it is from 2 separate sources, you'd add those 2 sources together?

How do the multi-classing rules work for 'pool points' of the same type from multiple sources? i.e. Ninja Ki + Monk Ki or Gunslinger Grit + other Grit?


Makes sense, although was hoping there'd be a magic item somewhere. Hero Points are optional, yet there are several magic items (and spells) made around them. Called Shot rules seem like an interesting tactic, & are specifically referenced in Demon Hunter's Handbook which is why I looked into them more. (Spoiler alert; they're perfect for fighting demons)

Thanks for the response though.


Hi folks.

Wondering if anyone knows of a class or archetype or class option that grants the Called Shot feats from Ultimate Combat?

I know that the Gunslinger gets to do 'Targeting' at 7th Level, but I'm looking for the possibility of it sooner.

Even a magic item or weapon special ability would work.

My guess is 'no' but thought I'd ask before doing a lot of retraining. Thanks.


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Ok, think I've come up with a cool combo, but not sure it really works with all the rules as I intend it to. Plus I'm hoping you guys can suggest ways to make it as effective as possible if it DOES indeed work. As the Subject suggests, it's using the spell Unadulterated loathing in combination with the Stand Still feat to 'lockdown' a target via making them continually have the Nauseated condition thanks to the spell, while you beat them silly.

Here are the initial pieces to the puzzle:

Unadulterated loathing:
:
School enchantment (compulsion) [emotion, mind-affecting]; Level antipaladin 2, bard 2, sorcerer/wizard 3, witch 3

Casting Time 1 standard action

Components V, S, M

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration 1 day/level

Saving Throw Will negates; Spell Resistance yes

You fill the target with a terrible loathing aimed at a specific creature. At the time of the casting, you designate a single creature as the object of the target's revulsion. Thereafter, the target does all it can to remain at least 60 feet away from the object of its loathing. As soon as the target moves within this range, it becomes nauseated until it can again get away from the object of its revulsion. If traveling beyond 60 feet of the object of its loathing would place the target in obvious physical danger, the target can attempt a second save to break the spell's effect.

...causing

Nauseated:
: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.

...then make them

Stand Still (Combat):
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

Does this setup basically turn unlucky targets into helpless bags of vomit?
You'd need to be near them (cast then move?) when casting Unadulterated loathing to fulfill the Adjacent requirement so assuming Combat Casting is a key feat. Ditto for Combat Reflexes.

What would be some others?

And which class- witch, bard, sorcerer/wizard would be ideal for a character?
A Large sized Antipaladin would seem to be the best start for an NPC version to shut down some of the PCs, so that'd be interesting to create as well.


Thought I'd give everyone an update to 'wrap up' how things went.

Ironically the rule didn't come up that night as my Halfling Dervishdancer wasn't reduced. However, my DM, Darkwarren, and I had a very productive conversation after the session. He explained that he had missed the Tiny and smaller creatures being an exception to the movement rules. He did appreciate going through the thread, although the 'real world' to fantasy to 'real world' comparisons confused the issue as they juxtaposed.

We agreed that since we have been playing the 'take damage while using Acrobatics, make another Acrobatics check' & it was both:

1) balanced
2) realistic

...it'd stay as part of the process, regardless of any FAQ update. Thank you to everyone who participated; your time/ideas were appreciated.

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