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![]() Just to confirm what some of you are saying about what a successful trip is according to Greater Trip. I have a CMD of 20.
Many of you say that you succeeded and AOOs will follow. However:
That example makes me think that there is more to a 'successful' trip than just beating CMD. I would consider falling prone is what determines if you were successful. If you are already prone and cannot fall prone again any additional trip attempts will fail. ![]()
![]() Jiggy wrote:
I believe there is a lengthy thread about this somewhere. I remember seeing it a couple months back. ![]()
![]() Jiggy wrote:
LoL exactly! Just wanted to point it out as you made it sound like it could not be done. I find it funny to picture a caster stumbling with their hands out looking/sensing the item only to find that it is on the enemy you could not see :) Blindsight would be useful in this case. ![]()
![]() Very nice, thanks for this! Jiggy wrote:
One thing I would add is while counterspelling is laughable as you mention you and another person would have to be touching the same object. Dispeling on the other hand is a little easier. If you can find the object that had darkness or light cast on it, you can cast the opposite on the same object and it will dispel. ![]()
![]() I would say you are still considered very familiar with the location. Yes the area might look a little different but you are still know where the room is in relation to everything else. Say you always teleport to the center of the room. The center of the room never changes. If someone moves a chair over the center you will end your teleport on the chair. So in essence you will still arrive on location and not somewhere else. What it looks like when you get there is a different story. As Kayerloth said, it still has a risk. The whole building could be on fire and you teleport right into it! Or maybe the building was destroyed and you teleport to where the room used to be but it is now rubble. ![]()
![]() No one is complaining just curious. We actually went up against some nessian hell hounds and a red dragon recently. With the help of the witch in our party I successfully turned them to rabbits :) No need for fireballs. They also failed their will saves unfortunately, a rabbit with a breath weapon would have been awesome! ![]()
![]() Hendelbolaf wrote:
Yep, just talking about using a 4th level for a regular 3rd level fireball. Not saying I would however, since I have better spells than a regular 3rd level fireball. I was just curious how many I could actually cast. ![]()
![]() The other night one of my fellow gamers exclaimed, after my 6th fireball, "how many fireballs can you cast?". My response, "lots". My question is around casting lower level spells at higher levels. Is this the correct way to think about it? Example:
Currently I can cast 7 lvl 5 spells per day. So after 7 maximized fireballs I can no longer cast anything from a level 5 spot. But I still have all my lvl 3 slots open. So effectively, not saying I would actually do this, I can use all my spells per day from 3rd level to 7th level on just fireballs. Is this correct or am I overlooking something? If I wasn't applying metamagic I can still cast a lower level spell at a higher slot correct? If I am out of 3rd levels I can just cast fireball from 4th level? ![]()
![]() Mattaus wrote:
And the maximum number of dice is based on caster level. ![]()
![]() FAQ'd I'm in the camp of they still get it at 4th level and at 6th level it is modified. The APG has sections that say the wild shape ability is gained at x level and then right below those they also have the shaman sections that omit the text that says they gain it at x level. Instead they say how it functions at level 6 not that they gain the ability at level 6. All of the descriptions are together on the same few pages in the APG. It is obvious (to me at least) that they intended it to be different otherwise they would have kept the same descriptive text as the other archetypes. ![]()
![]() Redneckdevil wrote:
Is this what you are looking for? Invisibility wrote: Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).
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![]() Remy Balster wrote:
I wouldn't say you are carrying dust. The spell also says any gear/item you carry turns invisible. Dust, mud, water, etc are not items or gear and would fall outside of the effects of the spell. ![]()
![]() I agree with Blahpers. The other archetypes specifically state you "gain" wild shape at x level and the shamans just say your wild shape ability now "functions" like. I think what hero lab might be doing is calculating the +2 for shaping in to a dinosaur which would make you level 4 in terms of using the ability. ![]()
![]() That is correct and not a glitch. The APG doesn't say the Druid gets wild shape at 6th level. Unlike other archetypes it says the how the ability functions. Shamans are special in that they still get their wild shape at 2nd level and at 6th level it gets modified. Edit: Not sure why it is giving wild shape at 2nd level. I am seeing the same thing in Hero Lab ![]()
![]() Remy Balster wrote: So your argument is that the dust is immune to invisibility? Read it again. His/her argument is that this is magical and not regular dust. If I go with your interpretation of how invisibility works, anything that is touching me at the time I cast the spell turns invisible. So I am laying on the ground when I cast, now myself and the ground are invisible. I jump in to the bushes and cast, now the myself and the bushes are invisible. I go hug a tree and cast, now myself and the tree are invisible. ![]()
![]() wraithstrike wrote:
+1 Yes you can move for free and it doesn't provoke. But being in the same square does provoke no matter how you got there. ![]()
![]() I would say the rules for occupying another square overrule the 5-foot rule. PRD wrote: Tiny, Diminutive, and Fine Creatures: Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. 25 Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can't flank an enemy. PRD wrote: Very Small Creature: A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.
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![]() Remy Balster wrote: Please note that you are discussing the Darkvision ability, and not the Darkvision spell. No I am discussing the spell. The spell on PRD describes you gaining darkvision, it then hyperlinks the definition of darkvision. If it was not intended to work like the ability they would not hyperlink it. Also, as Anguish pointed out the blindness gives you the blind condition. Darkvision does not remove the blind condition thus you remained blind. Why would a spell like Echolocation ever exist if darkvision were to actually give you sight? What is also interesting is if you look at the PRD Spell List Index. The index cuts the fluff in spells and gets straight to the point of the spell. Darkvision in the index is stated as: Spell List Index wrote: Index Darkvision: See 60 ft. in total darkness. This is what the spell does, everything else is just fluff. ![]()
![]() 1) I asked a question about the size a few weeks ago. Feel free to give it a FAQ. See this post:
2) I also FAQ'd the same thread as Skaldi the Tallest in reference to the save DCs. I currently use the DC as if I cast the spell. 3) I agree with Moondragon Starshadow 4) I agree with Moondragon Starshadow ![]()
![]() I read it and understand it as the lights in a dungeon for instance will allow you to see but as soon as you cast darkness those light sources have no effect. You could build a raging fire giving off a lot of light in a dungeon but as soon as you cast darkness everything in the area becomes total darkness. The only thing that will make it lighter is magic of a higher spell level. ![]()
![]() To be able to see requires functioning eyes. If a creature with no eyes has darkvision cast on them it does not allow them to see since they have nothing to see with. If a person is blinded as the spell states "I render them blind as I choose" so I choose to blind them by crushing their eyes to jelly leaving empty sockets, or I choose to sever the optic nerve. Darkvision will not magically create a new pair of eyes or reconnect the optic nerve for you to only see in the dark with. If it was the case you describe other spells like Blindsense would not exist and everyone would just use Darkvision. As others have pointed out the PRD hyper links the spell to the glossary of the definition of Darkvision. Darkvision is defined as follows:
PRD wrote: Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Bold mine. As the bold line states since a blind creature cannot normally see anything, having darkvision does nothing. ![]()
![]() No need for a FAQ. Sequence A is the correct answer. The post by James Jacobs was FAQ'd and the developers said: "No reply required" meaning what James said is correct. James Jacobs wrote: So if you take a standard action to grapple a foe, and still have a move action in the round because you haven't moved or taken out a potion or opened a door or something like that, you can indeed make an attempt to pin the foe as that move action.
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![]() I'm just not a fan of adding things to a rule just to be on the safe side. The rule says you can communicate with a creature. It doesn't say telepathic creature so why would you rule it that way? Play it the way it is written. By RAW it allows communication with a creature, substituting in communicate with another telepathic creature is fine but not RAW. ![]()
![]() blahpers wrote:
You're reading too much in to it. It doesn't say the creatures have to also have the ability. Since it doesn't state it in the rule it doesn't have to be, unless a member of the design team chimes in and says yes it is supposed to say you can communicate with any other creature with telepathy. The second sentence states that you can use telepathy with multiple creatures and also defines the rules for it. Since it is stated you maintain a telepathic conversation with multiple creatures. The rules wouldn't change if you are using the ability with many or one creature and since you actually have a conversation with many creatures you also interact the same way with a single creature. Therefore the term communicate in this instance means to actually have a conversation. ![]()
![]() blahpers wrote:
Are you reading the same ability? It is quite clear and stated. Quote: Telepathy (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
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![]() I agree with Majuba and it is how I have seen it ruled. I have a similar situation with my sorcerer and a Robe of Arcane Heritage. I treat my level as 4 levels higher when determining bloodline powers, which gives me access to higher level spells. But since I cannot normally cast said spells I cannot actually cast them. ![]()
![]() I read and understand it much like Kazaan. The ability allows you to have a conversation with another creature. You have to initiate the first conversation with the creature then you can converse with them. You have to establish the "link" with that other creature which then allows them to mentally communicate across it. It does not work the other way around however, someone with out the ability cannot start up a conversation with someone with the ability. Since there is a line in the rule that says you can speak with a creature that has a language, I would interpret that as the spell magically translates the creatures normally spoken language to one that you can understand and vice versa. ![]()
![]() Happler wrote:
You are reading over some important parts. Bolded. Quote: If a darkness spell reduces the light in the area to actual darkness The spell doesn't automatically make it impossible to see through. You only cannot see through it if the spell lowered the light level to darkness. ![]()
![]() Fomsie wrote:
Yes, I agree. If the spell causes actual darkness (it was cast in dim light) then you can't see through it. You can however see into it if you have darkvision. What it doesn't do (that some thinks it does) is create some impenetrable barrier you can't see through. ![]()
![]() Bizbag wrote: It's a magic sphere of darkness. It's like as if a physical black sphere was blocking your vision, except it's not solid. If you're inside, you can't see out. If you're outside, you can't see in or beyond. Also, it's magic. Unless it's covered, it spreads around corners and tower shields to fill its 20' radius. It doesn't obey the laws of physics. This is only true if you use the Darkness spell in Dim light. The spell just lowers the light level by 1. If you cast this in bright light the area in effect is now normal light. Since you can still see in normal light you can see right through the area. Nowhere in the spell does it say you can't see things inside the area. ![]()
![]() I think a lot of peoples interpretation of the spell comes from the old spell:
Paizo has changed it from that version. ![]()
![]() As the spell states it just lowers the light level 1 step in an area of 20' radius. You do not get to change the laws of physics here. Basically your eyes are light sensors, If you are looking through an area that is darker, then light must pass through that area to hit your eyes. If light passes through a darker area you see it darker. As someone said before it is like putting a piece of tinted glass in front of you. Take this real world example. You have a car with lightly tinted windows. You are standing on one side of the car and a friend is standing on the other. You are both looking through the tinted windows. What you see is a darker version of your friend on the other side. Also, the FAQ only applies when using the spell in dim light since lowering one step in dim light results in actual darkness. ![]()
![]() FAQ'ed Mainly for Number 5 as I am in the camp of you are blind but you also get blindsense since it is a lesser ability of blindsight. Main reason I think this, is you gain the form of whatever you change in to. Eyes are part of the form, if it doesn't have any you don't get any. Being able to see is very similar to being able to speak. Not being able to speak if the form does not allow it is called out in the rule. If you can't speak it is because the form physically does not allow it. If the form physically does not allow you to see, well then you can't see. Common arguments are elemental's since they don't have eyes. This is not entirely true, the description actually says some are bird-like with glowing eyes. Also nothing lists them as being blind. Plants are another common argument. Some plants are blind and have no eyes, in which case so are you. Others, like a treant, actually have eyes. Think of it in reverse. If you had your eyes ripped out in battle you would be blind. If you change in to something that has eyes you would once again be able to see since the new form gave eyes. Similarly, if you had your arm ripped off and changed to a dog, you would have all four legs since that is the form you took, you wouldn't be missing a leg. ![]()
![]() Drachasor wrote:
The wording for the rod is quite confusing: Familiar metamagic rod wrote: The wielder can cast up to three spells per day that affect his familiar as through using the Familiar Spell feat. Yes, I believe the Familiar Metamagic Rod lets you "cast" spells into your familiar without penalty. The feat on the other had does say you do it during your spell prep.
Quote: you can prepare a new spell in that slot the next time you prepare spells.
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![]() Drachasor wrote:
My apologies, I was in a different world lol. I thought you were all arguing about say you want to use a maximize rod to save a spell. I would say the rod lets you "cast" them into your familiar where as without the rod you have to do it when you prepare. If not, what good does the rod do other than save you a feat? ![]()
![]() Drachasor wrote:
Read it again, I did a ninja edit.
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