Jolus Khan's page

No posts. Organized Play character for Krith.




Okay I'm thinking this is just a jumbled stealth/invis/sneak attack rules issue, but here's the situation:

Archer (A) is under the effects of a Greater Invis spell and tries to sneak up on a PC. A wants to use SA so he gets within 30', provoking the 30' perception check to notice an invisible creature, and passes the perception check. PC should have gotten a straight perception check to notice the stealthed/invis'd A, but we forgot and lets assume it would have failed anyway. Also, this is during an on-going combat, so PC is not otherwise surprised or flat footed, though he is otherwise removed from the melee combat, which is about 40' from him, between enemies and other player characters.

PC has a very high Perception bonus of +36. A fires a sneak attack shot at PC and misses against PC's flat footed AC. DM allows A a second SA shot, as part of a full round attack, at PC which hits. Here's where the issue comes up.

PC contends the second shot should not have been a SA d/t the following:

PC is aware of A's exact location as he saw the first arrow once it was fired, as per invisibility rules, once the item leaves the character's possession, it becomes visible, and no factors would have increased the DC to see the arrow above 37.

PC is aware that A is preparing another shot as, per Perception, to "Hear a bow being drawn" is DC 25, +3 for 30' distance, for a total DC 28, which PC passes w/o requiring a roll.

A's stealth broke when he attacked, even though the Greater Invis is still in place, per Stealth rule "Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful". Therefore, PC beat's A's invis check with his Perception during the second attack: +20 DC for being invis, +3 DC for distance, -20 for attacking (per Invisibility rule "In combat or speaking –20"), so even with an additional +20 for "pinpointing" an invisible character, the total DC is 23 and again, an autopass for the PC.

Based on all the above, PC believes he would have the ability to react normally to the second attack; he knows exactly where A is, what A is doing (preparing another shot) and can see the arrow as it's coming. Basically though A is still Invisible, PC's perception defeat's the attacking advantage (though not the cover advantage) by defeating the invis notice DC. PC contends this allows him to avoid the arrow just as anyone would avoid any shot they know is coming.

I've read a bunch on the stealth/sneak attack/Invis posts on the forums but wasn't sure what the answer would be. Any help with RAW/RAI and FAQ's would be welcome to get what the correct ruling should be. Thanks.


1 person marked this as FAQ candidate.

Can you stack a spell with a both a metamagic feat and a metamagic rod of the same type? Ie, can I cast a fireball using both a piercing spell metamagic feat and a piercing metamagic rod at the same time, for an effective lowering of Spell Resistance of 10?


Death Ward states the following:

"The subject is immune to energy drain and any negative energy effects, including channeled negative energy.

This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect."

So my question is: what happens to negative energy effects (like a Shadow's Strength Damage) that aren't negative levels that occurred before Death Ward was cast?

For instance, Shadow attacks and does 4 str dam to Cleric A. Cleric A then casts Death Ward on himself.

Does Cleric A still have that Str Dam since that dam occurred before the casting? Are the penalties removed while Death Ward is in effect like with negative levels? Does the Str Dam completely go away as it's not a permanent effect and the effected character is now immune to said effect?

Any help is appreciated. Thanks.


Are constructs considered monsters or magical items? We've been doing some teleporting in our game and I'm curious if they should act as "gear" or as a medium/large creature.

The creator also brought up that the construct has the Construct Armor ability and therefore it can be worn as armor (and not take up a valuable teleport slot).

Thoughts? Thanks.


If a Wild Shaped Druid is the target of a Greater Dispel Magic spell, what is and is not effected by the spell?

I know the Wild Shape itself is safe as a Supernatural ability, however, would Wild armor be effected? Technically the armor is melded into the Druid with all his other gear and kind of no longer exists.

With the way GDM works, you wouldn't be able to target just the effect of a magic item (which carries over in Wild Shape), you'd have to do GDM versus the magic item as GDM targets spells or magic items, not the effects of those spells or magic items.

Also, if they are targeted, does that mean any items that aren't active also are subject to GDM and therefore can potentially "soak up" the effects of a GDM?

Leaning towards all items would be subject to GDM, but the fact that items with activation requirements are off limits while Wild Shaped gives me pause that they could be effected (and if they can't be effected, why would other items be effected)?


So if I'm reading the rules correctly, multiple creatures cannot actually grapple the same opponent. The only thing they can do is Aid Another. This doesn't seem right as it then negates the Grab ability. It also doesn't seem to jive with common sense; if I get jumped by a pride of tigers, they're all gonna be grabbing and raking rather than having one "grab" and the rest opt not to get their share.

Anything I'm missing here or is that the case?

Per the grapple rules:

"Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check."


Saw a couple historic posts that didn't really answer this question.

Can you use move actions while grappled?

Per the grappled condition:

"A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity."

Obviously grappled prevents moving squares, but there doesn't seem to be anything one way or the other indicating whether "cannot move" means cannot use move actions.

You can use one-handed, light or natural weapons, but that doesn't mean you can draw them if they're not already in hand.

In my opinion, move actions such as drawing a weapon, should be restricted, but it's quite possible there are move actions that I would think are more plausible.


2 people marked this as FAQ candidate.

Can you charge through difficult terrain by jumping it using acrobatics?

I'm assuming no, based on the wording of the RAW for charge:

"If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge."

But I'm wondering if there's been any rules for this, as it seems you should be able to jump 5' per the acrobatics rules. Particularly with the Pounce ability, which literally means to jump, I'm curious if there's anything stating this can be done.


Curious if there's any rulings on how Spike Stones effects creatures larger than medium. From the spell:

"each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area."

Pretty much wondering about that "for each 5 feet of movement" clause and how it's interpreted.

Does this mean a large creature would take 4d8 damage per squares moved, as they're moving through four squares every time they move 5 feet?

or

Does it only count "new squares moved into," so that a straight move would do 2d8 damage and a diagonal would do 3d8?

Didn't see any posting on this but wondering if anyone knows of any rulings. Thanks!


Under the Polymorph rules it states:

"While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision)"

However, in the Races section it doesn't state what abilities are or are not counted as Ex or Su abilities. Darkvision is stated as being an "extrodinary ability" under the special abilities section but nothing else is.

Other than those three specifically listed, what would qualify as Ex and Su? Would a dwarf lose Greed and Hardy? Would an Elf no longer understand how to use a longsword? If all Racial Traits count as Ex or Su abilities, do you need to undo racial ability score adjustments as these are all listed together under Racial Traits as well?

Any clarification from rules and/or FAQs would be appreciated. Thanks!


Using Craft Wonderous Item, if you have a Headband of Alluring Charisma +2 (2,000 gold to make, 4,000 gold value) and want to add to it a +2 Wisdom bonus to make it a Headband of Mental Prowess +2 (5,000 gold to make, 10,000 gold value), it will cost 3,000 gold, or the difference between the cost to make the HMP and cost to make the HAC.

But how long would it take to make? The rules state:

"Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours."

As the base price of the item is 10,000 gold, this sounds like it would take 10 days to add the effect, though I could see this being the difference between the two items and it having to only take 6 days, accounting for the 4 days already spent on the HAC.

Any ruling on this yet? Thanks


Curious if there's anything more on what the divination sensor can do or what it is. Here's the write up:

"Scrying: A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. The sensor, however, is treated as a separate, independent sensory organ of yours, and thus functions normally even if you have been blinded or deafened, or otherwise suffered sensory impairment.

A creature can notice the sensor by making a Perception check with a DC 20 + the spell level. The sensor can be dispelled as if it were an active spell.

Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is blocked."

And the Scrying spell:

"you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet."

If the sensor is treated as a separate, independent sensory organ, then anything that works on normal sensory abilities should work on the sensor, so is it as vulnerable to attacks as the caster's normal sensory organs? If there's dim lighting, can you hide from it with a stealth check? What about throwing a blanket over the sensor? Is the sensor incorporeal or does it have substance? If incorporeal, does ghost touch weapons effect it and if not can you put it in a jar? You can outrun it if you can move faster than 150'/round, but can you also just walk into a different room and shut the door, effectively locking it out? If the answer is it doesn't have any substance, does it still effectively count as an object for the purposes of spells like invisibility?

Also, the spell says it follows the target, but can it be controlled? Do you just see from one angle or can you move it around? If the spell sees 10' in each direction of the target, it sounds like it would need to be about 10' above the target. However, if it is always 10' above the target, what happens when the target is in a room with an 8' ceiling? The sensor would then be outside and the caster would just be staring at a roof or floor...

Sorry for the rant, but just curious if I'm missing some rules. Any rules sources that clarify would be appreciated. Thanks.


Had something similar on this last week but I was a bit broad and a little off point on what I was actually looking for an answer on. This was never answered though:

Does Wall of Fire deal damage per 5' square (like Spike Stones), or only once per round, per character?

Now, per the spell description, the distance heat damage is pretty clearly spelled out: "One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round."

This seems to me to mean if a creature really wants to it could move into either the 2d4 or 1d4 heat areas on it's turn, run around and back out and not take any damage so long as it's outside the area by the start of the caster's turn.

However the next part of the spell is less clear:

"In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it."

Here's where my question starts: Clearly this damage isn't connected to "the start of the caster's turn" as it states it's caused by the creature actively passing through it. So does a creature passing through multiple sections (either through being larger than medium or by traversing the WoF down it's length, as in if the WoF was created down a 5' wide hallway that a creature needed to travel down) take damage per section, or just once, like the heat damage?

The WoF spell indicates it sees each 5' of the WoF as an individual entity in saying "If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away," and makes me feel it should do damage that way.

Spike Stones is a level less powerful than WoF on the Druid spell list and it clearly states that "each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area." SS does not require concentration like WoF, effects 4x the area and lasts 1 hour/level. Why would SS, a supposedly less powerful spell, last so much longer, not need concentration, effect a much larger area, do so much more damage via rolling every 5' (neither WoF or SS can reflex save against damage) and have an additional effect of 1/2 movement if a Reflex save is failed (which is rolled each time damage is taken)?


Two things I've thought about damage for area of effect:

1) Under Magic, it states that AoE spells need line of effect. Does this mean that if a large creature is in front of a medium creature and a fireball goes off, the medium create isn't effected d/t the large creature blocking line of effect?

2) Shouldn't large (and bigger creatures) take damage based on squares occupied when determining damage from an AoE spell? It seems I've always seen this done as "a creature can only be effected by a spell once," but nothing in an AoE is based on creatures; it's based on area. Therefore, shouldn't a larger creature, with more surface area under the effects of a spell take more damage? This seems like common sense (and in line with everything I know about science) to me, but again, I've never seen it done this way.

Thoughts?