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I have a few scenarios to work through here. Scenario 1:
What gets extra dice from steak attack? Does the punch get the dice? Does the spell get the dice? Do you get to pick or split the dice? Or, do they both get the dice each? All Sneak Attack says on the matter is: "The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target." Under "Holding the Charge" it says: "If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges." It never says that the spell is just extra damage dice, it says that the spell discharges, aka: the spell takes effect. Now, normally you can sneak attack with Shocking Grasp without having to to punch someone, just touch them, so it is an attack in its own right. It seems like you are simply resolving 2 attacks with one roll. It remains to be said that it is still rather cloudy. Scenario 2:
I have seen many people claim that the damage from the ability is tied to the enchantment but the wording is "When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands." To me this implies that the damage is from the ability, not the enchantment. The enchantment just allows the ability and the attack to work in concert. Same questions as before. ![]()
So... This thing. One of the players has the Archmage path ability Crafting Mastery (Ex)
When I say it goes not/in favor of RAW I mean that as written, it lacks the tag (Item Creation) next to (Mythic) Some considerations, Eschew Materials (Mythic) is a weaker version of the path ability Component Freedom. While this is only available to the Archmage, anyone can gain access to it by use of the feat Dual Path. Which in turn allows them to bypass the Mythic Crafter feat if it is an item creation feat by taking the Archmage's Crafting Mastery then. So two questions come down.
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So, I had a thought today. What happens if you use contingency to use Fabricate to sculpt yourself after you turn yourself to stone (like putting on wings, cosmetic changes, turn yourself into a dragon, etc), then have a follower or something use Stone to Flesh to un-petrify you? Edit: Just realized that contingency requires casting the secondary spell, so fabricating yourself wouldn't work. You can still have the follower do it though. ![]()
Ranged Chicanery is used with Mage Hand specifically, and has a base range of 25 ft. Ranged Legerdemain doesn't use Mage Hand, and has a specified range of 30 ft. When you have both, do you reduce the DC increase by 5 for both abilities or just one of them? Can you then start using Legerdemain at ranges greater than 30 ft or can you only do that with the use of Mage Hand and Chicanery? ![]()
My GM believes that weapon "damage dice" is strictly a plural noun. However, I have been arguing that it is a collective noun. Specifically in the difference in how the feat Mythic Vital Strike stats out its damage. He believes that because "dice" is strictly plural that it cannot be a collective noun. Are there any literary or grammatical devices that I can reference to help convince him of my interpretation? ![]()
"Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat." I believe that "damage dice" is a collective noun that refers to the dice rolled by the weapon as a singular collective. However my GM is reading it as the individual dice that are rolled, because "dice" is strictly a plural noun. This causes the discrepancy where a greatsword dealing 2d6+6 would do 4d6+12 in my mind but to him does 4d6+18 as he is multiplying the flat damage by the number of dice rolled and not the number of times the damage dice are rolled. If it was intended the way I think it is supposed to work, it should have been worded: "by the number of times you roll damage dice for that feat." So, is that really how it works? ![]()
This delves into the mosh-pit that is stealth so if you abandon ship now, I can't hold a grudge. Here's the setup. A character with Hide in Plain Sight(Ex.) while being chased, stops moving and rolls a stealth check (while being directly observed). Instead of relocating, he decides to simply remain stationary. Even though they fail their spot checks, one of the pursuers happens to have scent and locates the square the person is in or one just decides to be suspicious and attack the spot the character was in. How is that attack resolved? I can find nothing about attacking something you can't see without having the prerequisite of being blinded or the target having invisibility. After all, being hidden by stealth does not say that it grants you any miss chance, concealment, invisibility or treat your unseeing plebians as blind. Hide in Plain Sight(Ex) allows a character to make a stealth check "While being observed." These are all the almost relevant sections I could find on attacking unseen foes in one way or another. Stealth(Skill):
(Dex; Armor Check Penalty) You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging. Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16. If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast. Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below). Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location. Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you. Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action. Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving. If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats). Darkness(Environment):
Darkness
Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal or low-light vision can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness. In many cases, some characters or monsters might be able to see while others are blinded. For purposes of the following points, a blinded creature is one who simply can't see through the surrounding darkness. Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, via sneak attack or a duelist's precise strike ability). Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Blinded creatures can't run or charge. All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction. A blinded creature loses its Dexterity modifier to AC (if positive) and takes a –2 penalty to AC. A blinded creature takes a –4 penalty on Perception checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision. Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks. A creature blinded by darkness can make a Perception check as a free action each round in order to locate foes (DC equal to opponents' Stealth checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It's almost impossible to pinpoint the location of an unseen creature. A Perception check that beats the DC by 20 reveals the unseen creature's square (but the unseen creature still has total concealment from the blinded creature). A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. If the unseen creature moves, its location is once again unknown. If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case the blinded character knows the general direction of the foe, but not his location). A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location. Blinded(Condition):
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Invisible(Condition): Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See Invisibility, under Special Abilities.
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I put together a spellbook utility on an excel sheet and put it on GDocs. This is the sheet: Spellbook 2.0 I created it for easily managing the costs and inventory of a conventional Spellbook(s) To Use:
All content is from the D20PFSRD site at the time of the sheets creation. I will not be updating the sheet should it become outdated.
I hope you guys enjoy this little utility. All material is probably property of paizo yadda yadda... ![]()
"It is recommended that for every 3 levels gained by the
Some GMs will have a player round up to nullify that 1 CR that usually gets in the way of keeping up with the group. The way I read the passage makes it a moot point. The first half of that passage says to give an extra level between 2 and 3. The second half says to Repeat this process additional times 1/2 CR rounded down. To repeat something is to do something that has already been done. Is my perception on this reading appropriate? I did not want to necro any old posts on various related topics from three years ago as well as attempt to bring this wording to attention. |