Dr Davaulus

Grey Alchemist's page

Organized Play Member. 26 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



Scarab Sages

Scenario:
Two(2) winged opponents flying in mid-air fighting it out (lets go with X and Y)
X decides to stop flapping its wings and falls to the ground (## feet below).
Does Y get an Attack of Opportunity?

To Provoke an AoO
Provoking an Attack of Opportunity: Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square.

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 the withdraw action.

Threatened Squares:
You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.

Fly Skill:
..snip...
Attacked While Flying: You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement.

Collision While Flying: If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.
..snip..

Drop Prone:
Dropping to a prone position in your space is a free action. (And the table that lists what provokes, says this action does not)

Falling:
Is listed under Environmental Rules.

Trip:
...snip...
Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
...snip...

All of the above were invoked in the discussion that happened at the table.

X's argument was while there are two [u]common[/u] methods of avoiding an AoO there could be others. Since falling is neither movement, nor performing certain actions within a threatened square (as noted by the definition of Threatened Squares saying only certain actions provoke). In fact the closest action X made was to Drop Prone, but with no floor to stop the fall, and Dropping Prone does not provoke.

Y's argument was around how "Attacked While Flying" specifically called out that the movement taken after being hit did not provoke (as it was forced movement, not voluntary), where as "Collision While Flying" did not(even if you were the one who was collided into (so not on your turn) and failed the save). Plus, as you cannot be tripped while flying, you cannot fall prone while flying, so Dropping Prone is not a legal action while flying.

The discussion ended when it was made clear that the potential damage from the fall could equal what could be dealt out by the attacker.

X's move felt "cheesy" but Y's contradictory rules around "Collision While Flying" felt off.

So now we are curious.

I saw there were a few threads on the subject of Falling and Attack of Opportunity, but they focused on the accidental fall, or being dropped by a grappling monster and they still tend to lean toward both answers being right.

Scarab Sages

Ok, I have thought myself into a corner.

Quote:


Spell-like Abilities: After listing the caster level of the creature's spell-like abilities, this section lists all of the creature's spell-like abilities, organized by how many times per day it can use the abilities. Constant spell-like abilities function at all times but can be dispelled. A creature can reactivate a constant spell-like ability as a swift action.

So if a monster has an entry with multiple spell-like abilities:

Example: 3/day deathknell(DC15), enervation, silence

Does that mean
a) they can use all three spells three times per day (so 9 "castings"), or
b) does it mean three times per day they can cast one of those spells (so 3 "castings").

I am reading it as b - sort of like a sorcerer, but I have my doubts after reading a module where they have creature with a line that reads:
1/day Antilife Shell, Greater Teleport, Harm(DC19), Slay living(DC18)
and the creature does both in the encounter.

EDIT:
For those who don't want to read further - I had it wrong. It is option A - Every spell-like ability behind a 3/day can be cast 3 times per day. Thanks to those who replied.

Scarab Sages

So, I have a group of few scruples. They have heard of Mumia and want to get in on it.
So I am thinking of letting them get in with the Fading, but I was curious how many doses of Mumia can one get from an average adult Mummy.

I was thinking 4 or 6. Knowing the drug is 500gp/dose and most item creation rules are 50%, means the making of Mumia costs 250gp. But that is a mix of chemical reagents along with mummy dust.

So I could a typical mummy could make quite a few doses. And most of the cost of making mumia is in the acquisition of the mummy and knowing the formula.

So at this point I am thinking of offering the PCs 50GP for each properly aged mummy they smuggle out (or deliver to the lab in Module 2). But I am suspecting they are looking to get a portion of the drug and with each trade in eventually learn the secret themselves.

So thoughts or opinions would be welcomed.

Scarab Sages

2 people marked this as FAQ candidate.

Question 1: Can Liberty's Blessing be used to cure diseases before the onset even takes place? Example: Filth Fever. And if they get to make swift actions to make saves and the cure is consecutive saves, then, in that one minute do they have to get 2 saves in a row or just two saves in that minute while the Blessing is in effect?

Question 2: Can the effect of Liberty's Blessing allow a person to "save" from Mummy's Rot within the first minute before the onset of the disease? What about after? Since it is now a combined Curse and Disease?

Items in Question:
Liberty's Blessing:
Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

Filth Fever:
Type disease, injury; Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves

Mummy Rot:
curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —.
Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.

Scenario: Running Mummy's Mask, and diseases are pretty common, particularly Mummy Rot at later levels.

I have ruled that if its effect is permanent (like a Bestow curse or Blindness Spell) Liberty's Blessing doesn't work as it no longer has an ongoing effect that you can save from (So one and done).

Diseases, because they have ongoing saves, Liberty's Blessing would seem to work, but for something where you need consecutive saves like Filth Fever or something tricky like Mummy Rot is where I have questions of the interaction of the power and these diseases.