I am not clear if and when Spell Resistance applies to magic items. Some magic items seem to simply be a "spell-in-a-can" (like wands, etc) and some seem to be unique but still require certain spells to create.
Purplefixer wrote: Makes the translation to Roll20 virtually impossible. The map PDF given is even worse than the book, and it's fuzzy and blurry. We need a better version of these maps in this age of Covid Enforced Virtual Gaming. Yes. Yes, we do.
Some people believe that familiars ALWAYS go on the same turn as their masters. Other people insist they roll initiative independently.
Problem is, nobody has come up with something from RAW that explicitly says one way or another.
I seem to recall that familiars don't roll initiative but animal companions do, but I might be conflating a rule from one of the D&D editions.
Melkiador wrote: blahpers wrote: TL;DR: People complained about stuff, so Paizo released a book that made things worse. : D Lol. It feels that way. I hate most of the unchained summoner. It broke more than it fixed. Barbarian felt more like “why bother”. Unchained monk was close to ok but could have used a playtest. And the unchained rogue is probably ok but it’s too tempting for dexterity based dips. The Dex to Damage mechanic gets a little ridiculous. You pour everything into boosting Dex and become nearly unhittable while having a high attack bonus. Goblin rogue can out hit a fighter of the same level and out-damage him likely too if he can sneak attack consistently.
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The spell in question was Fire Storm but this applies to all shapeable spells. The player wanted to place the cubes so that it affected bad guys on either side of the party. Putting one cube to the right and then another up on a ridge and few more to the left.
I said that "shapeable" meant you can only do one contiguous shape. The player argued she should be able to place her cubes anywhere and that the sides of the cubes did not have to touch each other. She said she can make whatever shapes she wanted within the range of the spell.
Who is right by RAW?
Just wondering if there is a consensus on this. We have a druid going up against the sard and is a mjor issue as each fights for control.
Any modules, scenarios, or 3rd party adventures that fit well with Easter?
Kayerloth wrote: Was there a specific reason for wondering beyond curiosity? Yes. I am not sure how game-breaking it is to let him draw wands as a free action. He has about a couple dozen wands now for a variety of spells. He wants to draw a different wand, use it, and then still move to a better position because some of his wands' spells are close range or touch-range buffs.
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A sorcerer wants an efficient quiver to store his wand collection. He reasons that this would allow him to draw wands as a free action, like it is a free action to draw arrows.
Is this correct?
I was just wondering why there was not 5' scale maps of the buildings in the colony. It seems if you are going to have encounters there, there should be maps.
Anybody have a map of the colony buildings on the 5' scale? I am surprised there were no maps of the buildings that have encounters in them.
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I was disappointed to discover that there appears to be no detailed maps of the inside of the outpost's buildings (smithy, tool house, chapel, etc).
We get a general area map of the colony and the surrounding area only.
Has anybody made maps of the colony buildings or have other maps that will fit?
This is for online if it matters.
I would gladly play this.
jbadams wrote: Dispel Magic should do the trick. :) I thought dispel magic didn't work on permanent things?
Eidolon lost both saves vs a baleful polymorph. Both form and mind are now a housecat.
How can I get him back to normal?
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Does dismissing the eidolon cause the "clock" to stop on the time to take the next saving throw?
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What happens with an Eidolon who was stoned do to multiple cockatrice attacks?
Can the summoner dismiss and wait for it to make the DC 12 save while it is in its home plan to recover 1 dex point? (because otherwise the party has no means of curing it and can't transport if it can't walk).
What if it fails all 3 and it becomes permanent?
Can the summoner smash his own eidolon to kill it and then summon it again 24 hours later?
48. Min-Maxers achieved a critical mass.
Banjo: an 800 lb Gorilla with Large Size, Reach, Improved Damage slams, and grab.
Jeraa wrote: Kotello wrote: Saethori wrote: It is customary, if asking a new question, to make your own thread instead of necroing a four-years-buried one.
No matter what I do, somebody says I am doing it wrong.
I post to an old thread and people tell me "don't necro old threads, create new ones!"
I start a new thread and people tell me "use search to post to old threads, don't start new ones!" There is a difference between resurrecting a thread a few weeks dead and one several years dead. Especially considering that the rules do change so the one several years dead may no longer have any purpose as the rules changed. You know, I agree with you, but I have been told I'm wrong for not searching and they post a link to somebody asking a related-but-not-the-same question from 2009 or something.
Saethori wrote:
There is nothing in the text of Boon Companion to suggest that your familiar suddenly also becomes an animal companion. You simply treat it as if you were higher level. Which means it becomes a better familiar, not that it becomes a level 4 animal companion in addition to being a familiar.
It specifies druid levels in the text. "The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level."
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Saethori wrote: It is customary, if asking a new question, to make your own thread instead of necroing a four-years-buried one.
No matter what I do, somebody says I am doing it wrong.
I post to an old thread and people tell me "don't necro old threads, create new ones!"
I start a new thread and people tell me "use search to post to old threads, don't start new ones!"
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By taking this, does it mean that a wizard's familiar also gains the abilities of a druid animal companion of his level?
If the group needed to hire a temp with PC levels, how much would it be?
What is the minimum area for Spike Stones? It says a 20' square per level, but what happens if it is only a 5' wide hallway?
Does the spell just fail?
Get stopped by the walls?
Continue to the rooms on the other side of the walls?
What about hiring NPCs that have heroic class levels?
Is it possible to bluff a caster into thinking that a spell succeeded when it actually failed?
For example, if a cleric casts hold person on a rogue who makes a saving throw, can the rogue make a bluff check by standing still and making the cleric think it worked?
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So just to be clear, Thrump the Barbarian would know that somebody used magic on him regardless of whether or not he saved successfully but would not know that it was an Evil Eye hex or who did it without making a knowledge (Arcana) roll with DC 11?
I have a witch player who really wants a rabbit familiar.
The weird thing is, I have looked in all 5 bestiaries and I have not been able to find stats for a rabbit.
Am I missing it? Is there something else that is close enough? What bonus would it give?
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How would I "tackle" an opponent, like in American football, using Pathfinder rules?
So a critical hit with a bomb gets an extra 1d6 on the primary target only?
Do alchemist bombs do extra damage on a confirmed critical hit?
Is there any way an alchemist/rogue character can get sneak attack damage with bombs?
Chris Lambertz wrote: Adjusted thread title to be less provocative. Please revisit the "Baiting" portion of our Community Guidelines for thread titles. I guess you think it was meant to be insulting.
It's more about "delayed", "slowed", or "hindered" spellcasting not "de-emphasized". That's the overall goal of the campaign, not what the thread was specifically meant to address.
I am trying to make a campaign that de-emphasises spellcasting a little without eliminating it completely. I don't mind, for example, a 20th level wizard being able to cast one ninth level spell. But I would like to slow spellcasting progression down. Which is the best way to do it?
Tell spellcaster characters to just subtract 3 from their class level when looking at the spell casting chart? The problem is they become too useless at lower levels.
Tell them to eliminate one spell for every 3 spell levels? For example, 1st and 2nd spell levels lose no spells but 3rd through 5th lose 1, 6th through 8th lose 2, and 9th level spells are reduced by 3.
Or some other way?
James Risner wrote: Azten wrote: By the strictest readings of the spell, invisibility, witch hexes do not count as an attack. There are not weapons or spells, but supernatural abilities. Actually attack is pretty much anything the target would rather you not do, as adjudicated by the GM. So witch hexes often/always are attacks unless it's like a healing hex.
Again, the entire rules uses "spell" as shorthand for "spells and effects". So non spells are included, such as hexes. So would Thrump the Barbarian know that Benton the Witch is hexing him?
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A witch likes to cast Evil Eye and Misfortune on everybody the party meets while other party members engage them in conversation.
Would the targets of witch hexes know they are being targeted?
Would wearing a helmet or mask help hide what the witch is doing?
What if the witch is invisible?
Can a character be tricked into being touch attacked, failing a saving throw, or lowering spell resistance against a spell?
Say for example, Elsa the sorcerer bluffs Bruce the barbarian into letting her cast Bulls Strength on him, but instead she casts Frigid Touch.
Does the touch attack automatically hit because Bruce was staying still to allow Bull's Strength?
Does Bruce forfeit his saving throw or does his body instinctively know something is wrong, giving him a saving throw anyway?
If Bruce had Spell Resistance that he had lowered in expectation of Bull's Strength, does it apply against Frigid Touch because it was not the spell he was expecting?
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The party wants to get into another room but they have nobody who can pick locks or chop the door down.
Wizard casts Create Pit right in front of the door so the centre of the pit is bisected by the door above. They then climb down the pit, move to other side, and wait for the spell to expire, thus rising up inside the room.
Is this legal?
Could they do the same thing with a wall?
I'm confused by exactly when a hex offcially ends and when can it be extended with cackle.
Round 1:
- Sabrina the Witch walks within 30' of Donald the Otyugh.
- Sabrina uses Evil Eye on Donald for -2 on Saves.
- Donald succeeds on his Will save. Duration is one round.
Round 2:
- Sabrina uses Misfortune hex on Donald.
- Donald rolls a saving throw.
Question 1: Does Donald still have a -2 penalty on saves from Evil Eye or did it end when Sabrina started her turn?
- Sabrina cackles as a move-action.
Question 2: Does this extend both Evil Eye and Misfortune for another round or just Misfortune?
Round 3:
Question 3: If Sabrina stops cackling from this point, how long is Donald affected by her Evil Eye and Misfortune hexes thus far if he failed both saves and how long if he succeeded both saves?
If you make a touch attack while blinded, can you cast Bungle on somebody?
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What kind of spells can be cast while blind?
Ray or touch?
Charms and compulsions?
Area effect?
Self-Only
Burst?
None?
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Can a 1st level familiar understand language? (Not counting parrots and ravens and others that can speak).
Can they actually understand you, or are you limited to emotions via the "empathic link"? If so, which languages? If my level 1 elf wizard speaks to his rat familiar in Elvish, does it understand?
A wizard character really wants a praying mantis familiar. Not a "giant" one, just a regular-sized one. No particular reason other than he just really likes them. What would be the closest approximation for the stats?
Without a clear consensus or an official ruling on this issue. it looks like another gray area for a GM.
Ignotus Advenium wrote: Kotello wrote: What about Magic Missile? How would that work? Would the drinker be able to cast magic missile on somebody else or would he be hit with magic missiles himself? The latter.
Potions wrote: The drinker of a potion is both the effective target and the caster of the effect. If I Bluff somebody into thinking it is a healing potion, but it is really a harmful spell like that, and they drink it willingly, would that bypass spell resistance and saving throws?
What about Magic Missile? How would that work? Would the drinker be able to cast magic missile on somebody else or would he be hit with magic missiles himself?
By "Affects one or more creatures or objects" could that be an area effect? For example would fireball be a valid potion?
Is there a list somewhere of every spell that can be turned into a potion?
What are some good traits that would fit with a Fire Elementalist Wizard? I see Desert Child and Flame Touched would fit with the idea that the wizard has a background dealing with heat and fire. Any others?
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