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Hi, I have a Witch character with the Evil Eye, the Gift of Consumption and Greater Gift of Consumption hexes.

I'm planning that my character is going to murder another PC. The plan goes like this: my PC will wait for the other character to fall sleep, then it would use the Evil Eye hex on the character, and then he will drink a bottle of the Tears of Death poison (https://www.d20pfsrd.com/gamemastering/afflictions/poison/tears-of-death/) redirecting that effect to the other character using the Greater Gift of Consumption hex. Then if the character doesn't pass its save, it would do a Coup de grace on the character because it's paralized.

My question is: when I use the Evil Eye hex on the other character, would they immediately wake up or will they continue sleeping? Would they have to roll perception or something like that? Would they know immediately that I used a hex on them?

Thanks in advance.


Hi, I have a Witch character with the Evil Eye, the Gift of Consumption and Greater Gift of Consumption hexes.

I'm planning that my character is going to murder another PC. The plan goes like this: my PC will wait for the other character to fall sleep, then it would use the Evil Eye hex on the character, and then he will drink a bottle of the Tears of Death poison (https://www.d20pfsrd.com/gamemastering/afflictions/poison/tears-of-death/) redirecting that effect to the other character using the Greater Gift of Consumption hex. Then if the character doesn't pass its save, it would do a Coup de grace on the character because it's paralized.

My question is: when I use the Evil Eye hex on the other character, would they immediately wake up or will they continue sleeping? Would they have to roll perception or something like that? Would they know immediately that I used a hex on them?

Thanks in advance.


Mysterious Stranger wrote:

You can cast this spell only when you have fewer than one-quarter of your total hit points. With a gasping utterance, you summon invigorating air to fill your lungs. You heal 2d8 points of damage + 1 point per caster level (maximum +10). You can cast this spell either as a swift action on your turn or as an immediate action when you are brought to below 0 hit points. If you do not breathe, you can’t benefit from this spell.

The spell actually specifies you can cast it as an immediate action when brought below 0 HP. So, being below 0 HP will not prevent you from casting the spell.

You still cannot cast the spell when dead for a couple of reason. First of all dead people don’t get actions even free actions, much less immediate actions. Second of all dead people do not breathe and the spell specifies that you need to breath to benefit from the spell. That is the RAW answer. Personally I would not have a problem allowing this spell to be used to prevent death. It is a 3rd level spell that does not heal that much damage. If the character using it is a paladin I would recommend Hero’s Defiance instead. Hero’s defiance specifies the it heals before the damage takes place.

Yeah thats what I thought. Like if the casting is made before being killed, like Derklord says, it would work. But because it doesn't specify that you heal yourself before the damage like Hero's Defience or that it prevents death like the Resiliency Rogue Talent, I guess it must not work that way.


Hi, I have a question about how the spell Second Wind works https://www.d20pfsrd.com/magic/all-spells/s/second-wind/

I interpreted as following: if an enemy attack leaves me with fewer that 0 hit points, I can use an inmediate action to heal myself. Would that work for an attack that leaves me in negative hp greater than my CON score?

For example: I have 121 HP and 16 CON, and a monsters attacks me dealing 140 of damage, which would leave me at -19 and kill me, can I then cast Second Wind as an inmeadiate action to heal myself and be able to survive? Or would I just die for the damage because it left me with more negative hit points that my CON score?

Would the healing occur after the damage is dealt? before? or during it?

Thanks in advance.


Falcar wrote:
There is the antagonize feat, though I know that feat is not often well liked for some strange interactions.

Thanks a lot!


LordKailas wrote:

The feat Antagonize lets you use diplomacy and intimidate in ways to encourage the enemy to target you. Since both applications require a standard action and there's a chance it will fail I don't think its OP.

There is also the feat Call Out which IMO shouldn't be a feat because it's something that IMO any character should be able to do. As it depends heavily on the situation if it even makes sense for the creature to enter a duel with you.

Between the two I think Antagonize is probably closer to what you're looking for.

Thanks a lot!


A player ask me if there is a way (skill check for example) to try to make an enemy focus on attacking you instead of your allies. I think there isnt really a mechanic like that, except maybe the "Come and Get Me" rage power for the barbarian. But I wanted to try to make a mechanic for this. I was thinking of him using a Bluff skill check vs a Sense Motive check (or Will save if they dont have a bonus for Sense Motive) from the opponent.
What do you guys think? Would it be too op? Should the Bluff check be a free action or a standard action?

Thanks in advance.


Coolwasabi wrote:

Natural attacks don't get extra Iterative attacks from a full attack action unless you have an ability like shifter's Flurry or do something to allow it as a monk's Flurry.

So if his form only has the Bite attack, he can only make that 1 attack, and the damage would do 1.5x strength for having only 1 natural attack. However If he got hasted he would be able to make an extra bite on a full-round at the same bonus as the first.

Oooh I see, thanks!


I wanted to check if I understand how Beast Shape would work:

Beast Shape I states:
"When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus."

And the Polymorph section in the "Magic" chapter of the Core Rulebook states:

"In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses".

So if a wizard casts a Beast Shape I on a lvl 9 Fighter (with 16 Strenght), and he assumes the form of a Bull Shark (https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark-bul l/) it would gain a swim speed of 60 ft, his Strenght score would be 18 and his attacks would work like the following: "Bite: +15/+9 (2d8+4)"

He would have two attacks when using a full attack action, because the calculation uses his BAB and Strenght scores, right?


cuatroespada wrote:
yes, it would. it also allows you to escape grapples and make melee attacks normally underwater.

Thanks!


Freedom of movement states:
"This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement..."

Now, the sorcerer of the Undead Bloodline has a bloodline power at lvl 9 called Grasp of the Dead:

"Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet".

Because "Those who fail the save are unable to move for 1 round", would Freedom of Movement allow me to move even if I failed the save?

Thanks in advance.


I have doubts about how the attacks froms monsters in the Bestiary.
For example, a Bear has the following attack:
Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)

Does that mean that a Bear can make 2 attacks with his claws using a standard action, or he can only do 2 attacks with his claws when he uses a full-round action?


vhok wrote:
It says you have to divide your movement before the first attack in between each attack and after your final attack and the minimum you can do is 5 feet. So you need to teleport at least 5 feet before every attack

Oooh, I see! Thanks a lot!


Chell Raighn wrote:

1) Yes, the feat can be used with abundant step and you may use any full attack action at your disposal with it. Flurry of blows is a full attack action.

2) Yes, you can do exactly that so long as your total movement doesn’t exceed 2x your normal movement or the distance allowed by your abundant step, whichever is shorter. The feat does not require you to teleport between each attack, but it does allow you to do long as you teleport at least 5 ft when doing so.

Just to clarify, the part that confuses me a lot is where it says that "You can take a full-attack action, activating abundant step or casting dimension door as a swift action." Because it seems to me like I have to use a full-attack action just activate the feat and teleport and attack, and flurry of blows is also a full attack action, and I cant make two full attack actions on the same round. So, does it means that Dimensional Dervish allows me to take a full attack action like flurry of blows and as a bonus use abundant step as a swift action to teleport before, between, and after my attacks? Or that It requires a different full attack action, and so, I couldn't use it to flurry of blows my enemy because I am already using a full attack action?

And what Lyrad says confuses me and my DM too. Is the teleportation between each attack obligatory? Or optional?

Thanks a lot and sorry if I dint explained my doubt clearly.


Thanks a lot for the answers!. I read it like Volkard and Chell say. But I will ask my DM just in case.


Dimensional Dervish states:

Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.

Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.

1: So, could I use this with Abundant Step (as a swift action instead of a move), to teleport adjacent to my enemy and attack him with a Flurry of Blows?

2: If 1 is correct, can I teleport, make a flurry of blows, and after doing all of my attacks, teleport back?

Thanks in advance.