Blast Shadow

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405 posts. Alias of Bartholomew Reaver.


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Yes, they seem to have moved away from null "-" stats.

For intelligence, previously mindless creatures seem to have been given a score of 0 (or a -5 modifier)

For constitution, they seem to have gone with the theory that if something was so completely divorced from physical health and well-being that it didn't have a Con score, then having Hit Points as all doesn't make sense, and so they must have some (spooky) equivalent to a living creature's constitution.

While most places constitution is talked about in the Core Rulebook it seems to be assuming a living creature, the appendix entry on page 630 says that constitution is a "measure of your toughness and durability", which is more biologically agnostic.


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Table 10-8, page 508 of the core rulebook has the information you need, but the most relevant information given your concerns;

--CREATURE--
Party Level -4 = 10xp
Party Level -3 = 15xp
Party Level -2 = 20xp
Party Level -1 = 30xp
Party Level = 40xp
Party Level +1 = 60xp
Party Level +2 = 80xp
Party Level +3 = 120xp
Party Level +4 = 160xp


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The staff also has a price of 0, that might be counted as a sort of weapon trait.


Soothe, Remove Fear, and Restore Senses are just a handful of healing spells from the Bard's first few levels.


Colette Brunel wrote:

It seems that Mark Seifter has unofficially said that Disrupt Prey is supposed to be a reaction, on his own Discord server. However, that is not quite official errata.

Disrupt Prey is obviously less effective if it is a reaction.

It would however, make Snap Shot make much more sense, since the Ranger has no reactions otherwise.


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Deadmanwalking wrote:
Looks like there's nothing for singing or oratory right now, but that's still a hefty list when examined.
CRB 613, Persona Mask wrote:
Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing.


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The Maestro's Instrument, Dancing Scarf, and Persona Mask are all 3rd level magic items, depending on what type of performance you favor.


1. Yes, as a GM anything is legal for you to give out, and +3 major resilient orichalcum armor is a perfectly normal item by the rules of runes and precious materials rules.

2. It would be item level 20+. Since we don't have any examples of level 20+ items on the treasure table it's exact level is hard to determine, but I would eyeball it at a level 21 item (or just two level 20 items). It would be worth 130,500 to 147,000 depending on the bulk of the armor. ({+3 potency rune 20,560} + {+3 resilient rune 49,440} + {high-grade orichalcum armor 60,500 to 77,000})

3. I'm not seeing any way to add a fourth rune to armor no. There might be a class that can temporarily add runes but I'm not feeling up to digging through all the classes right now.

bonus. I would say no, if you want your gauntlets to be treated as a magical weapon then you need to have some form of offensive magic on them, such as a weapon potency rune.


Colette Brunel wrote:

"The family is notoriously tight- lipped about its business practices, and for good reason: the Posandis have been secret Asmodeus worshippers for generations. They often seek the guidance and aid of devils when they feel it’s necessary, sometimes even summoning them in their secret diabolic underground chambers."

Planar binding is a 6th-level ritual. Does that mean that one of the Posandis or their associates is at least 11th level?

This assumes that the only way to contact a devil is through the planar binding ritual. The fact that the Posandis "seek the guidance and aid .. sometimes even summoning them" suggests that the actual summoning of a devil is not the standard way that they seek diabolic assistance.

Feel free to come up with your own, lower-leveled ritual that you feel is appropriate to represent this. I'm assuming as more books are published we will get more official material to fill in this niche. I'm expecting we'll get some sort of Book of the Damned, or Codex of Villains, or Champions of Corruption eventually to sate our hunger for fiendish blood rituals.


wraithstrike wrote:
Deadmanwalking wrote:
Neo2151 wrote:
Am I safe in assuming the extra d8 above is coming from the Precision Hunter's Edge? If so, why isn't it granted to the archer as well?

Because he gave the archer reduced MAP instead. Which is better for an archer.

What is MAP?

Multiple Attack Penalty.

EDIT: ninja'ed


Lost In Limbo wrote:
Hey there, some problems popped up with this order and in the meantime I've managed to find a local source for the module so I won't be needing to order direct from Paizo anymore, thank you.

Alright, it seems it's shipped now. No worries.


Hey there, some problems popped up with this order and in the meantime I've managed to find a local source for the module so I won't be needing to order direct from Paizo anymore, thank you.


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Porridge wrote:


Charm Person
Now, Charm is weaker duration-wise in PF2, since it now lasts one hour instead of 1 hour/lvl. But the 4th level version of Charm lasts until you next perform your daily preparations. From p480, it looks like doing your daily prep is optional, so if you decline to do that it you could extend the duration of this Charm indefinitely... a great thing for a Wizard to do on some key figures before he retires!

Water Breathing: In PF2 this is now a second level spell, giving an hour of water breathing to up to 5 targets, making underwater adventures feasible at lower levels. And the third level version gives you all 8 hours of water breathing, while the fourth level version gives you all water breathing until your next daily preparation, which you could put off indefinitely...

I just wanted to note with these two spells that "until your next daily preparation" is even better than you're implying.

Core Rulebook 305 wrote:
If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you Cast the Spell or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don’t need to keep a spell slot open for these spells.

So you only need to keep one spell slot in reserve, rather than not preparing any new spells at all.


For those who are interested in why the U.S. didn't pick up the metric system along with the rest of the world (and a number of other interesting things) I recommend the GM Word of the Week episode "Ten-foot Pole".

It's a good listen.


James Jacobs is very specifically not one of the rules people.

Great controversies that arose from people quoting him is one of the reasons he never comments on the rules anymore, and hasn't in years.

Now if you want lore or setting information, he is very qualified to clarify and elaborate on that topic.


The "Alchemy (Su)" ability really should have been trimmed down and split into multiple parts instead of being the full page craziness that it is.

Once you cut out all the excess explanation it's relatively straightforward, an alchemist is in most ways similar to a wizard.

- Both the wizard and the alchemist have books which they have to reference to prepare their magic.

-Both the wizard and alchemist start with a number of pages in those books filled in, and receive more for free as they level (2/level for the wizard, 1/level for the alchemist).

- Both the wizard and the alchemist can study other magical writings and copy the results into their books.

-Both the wizard and alchemist have to spend time preparing specific spells or extracts for later use (though the alchemist can prepare extracts much more quickly than the wizard can prepare spells).

- The major differences between the wizard and the alchemist is in the limitations of the alchemist's magic being self only (though certain alchemist discoveries and archetypes loosen that restriction).

Does that help?


I can't find the reference for it right now but precision damage is always of the same type as the base attack that it's attached too.

Precision damage is always additional damage added to another attack, for example if you triggered a painful star or sneak attack with a rapier the bonus damage would be piercing (and magic, cold iron, etc. based on the specific weapon's qualities).


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I would like to give a small warning about this, not that I'm saying you shouldn't do it, just to consider some of the consequences before you pull the trigger.

What you are describing is, as far as I can tell, GM created divine intervention. Correct me if I've misunderstood. This is an extremely classic version of Deus ex Machina.

You need to be careful about Deus ex Machina for a couple of reasons.

First, This is you reaching out of the game and fixing things for the characters, not the players making choices that have impact on their characters. Your players might feel grateful that you got them out of a sticky situation, or they might feel cheated, that their decisions don't matter because if things don't go according to plan a hand will come out of the sky and put things back in place.

Secondly, if you directly intervene once, then your player's may expect you to directly intervene again. If the player's think that they have an ace in the hole that will save them from any real consequence of their actions that might make them feel like they are more free to have fun doing whatever they want. On the other hand, they might feel that with no consequences their actions have no weight or meaning, so what's the point of making them.

Even worse, if you save them once and then don't save them again they might feel that you cheated them out of something.

In conclusion, be careful with this. I would talk to your player's about this idea and see what they think about it.

Something as simple as the hero point system from the Advanced Player's Guide would allow the player's a similar amount of wiggle room but put the ball back into their court as far as choice and self-determination goes(and theirs nothing to say hero points aren't a divine blessing in your campaign).

edit: I guess this was a not so small warning. Oops.


I do want to mention for the sake of people worried about having to buy hero points with real money the actual text states;

PF2 Playtest wrote:
Your character starts each game session with 1 Hero Point. The GM can award Hero Points when PCs perform further heroic deeds or tasks, or when players do something special for the group. For the characters’ actions, this all comes from the story. A character needs to do something selfless or daring beyond normal expectations. Players add Hero Points by taking on at least one additional responsibility, such as bringing food for the group, keeping a map of a dungeon, or taking notes.

So first off, of the three possible hero points for a session only one is obtained from out of game actions.

Secondly, of the three examples of how to earn out of game points only one has any monetary cost. The general theme I see is that any player who does something to help run the game instead of making the GM do everything gets a point.

As a GM, anything that encourages players to do some of my bookkeeping for me I'm down with.


dirtypool wrote:

So these 11 players who spent a decade playing a game and only ever used the CRB for character creation - not once in 10 years buying a level of a new class, or looking up their feats for Rules clarification - how many of them bought Strategy Guides?

Those people who always relied on me for information? None of them. They were happy for me to dig into my library and lay out the options for them.

Those two who did read the books also never payed Paizo for anything and used d20pfsrd or pirated copies of the PDFs when they wanted to look something up. They are my two power gamers who grab every resource at their disposal to optimize things and who I have to often pull back into line. Luckily they are in the same group so I can mostly just adjust the challenge rating upwards and everything works out.

dirtypool wrote:


If big core books are a huge stumbling block that prevents people from playing a game like Pathfinder - how do your account for the four years straight where Pathfinder was the number one selling RPG on the market - or the fact that it has remained number 2 by a country mile?

I'm not saying Paizo is a failing company who has to change their ways or die, or anything extreme like that. I'm just pointing out that in the current model they are missing out on potential customers. Someone who plays the game but doesn't buy anything isn't a customer. At best they are encouraging someone else (probably the GM) to continue to be a customer.

Paizo is doing well, they could do better. So could WotC, so could every RPG publisher.

There is a reason why videogames have gone from incredibly niche to a mass market thing, with multiple companies having brand-name household recognition, while I'm lucky if people even know what Dungeons & Dragons is when I try to strike up a conversation.

Again, doing well, still a lot of room for improvement.


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I've been running Pathfinder for ten ears now, and have played with about 13 individuals during that time, in multiple groups and campaigns.

Of those 13 players, only two of them have actually cracked the Core Rulebook open for anything other than character generation. That big honking tome is just too much for some (perhaps many) people. The fact that the PF2 rulebook will be even bigger won't improve those odds.

I feel that huge rulebooks are one of the major stumbling blocks between people playing and not playing a game like Pathfinder. That fact that only one person has to actually read and understand the whole thing is a saving grace. If I could only play with other people who have read the whole CRB I would still be waiting for my first session.

As for the comparison between reading the rules here and the rules in battleship, the two games are only tangentially similar. As a game format, RPGs (especially crunchy ones like Pathfinder) share a lot more in common with videogames than boardgames.

In most videogames these days, you don't sit down and read an instruction manual before playing, you just start it up and trust that the game itself will teach you as you go. In the same way, many players are perfectly happy to sit down and trust the GM to explain and tutorialize things as they go.


Yeah, probably could have saved myself some work by linking things.
Starfinder Blogs.
Scroll to the bottom and work your way up looking for relevant titles.


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Alright, I'm going to try and work my way through at least some of these, and of course this is just one guy’s thoughts and opinions on the matter so... do with these answers what you will.

1) DC’s, To Scale or Not to Scale
So the whole point of having a scaling system is that you have the option to scale or not scale, as opposed to a fixed system where you're pretty much stuck at fixed. Now why would you want to have both and not just make everything match all nicely down the line?
First, evident progression. When everything scales, and scales at the same rate, it can feel like you aren't making any progress. When I have the chance now and again to do something that was once very difficult, and is now very easy for my character, I can really feel the difference.
Second, removal of systems. In a game that spans power levels like Starfinder does, the focus and scope of the game will naturally change as characters level. At early levels, the party might be barely scraping by, and they lack many of the resources that they will when they hit the later levels. Flat DCs allow things to be scarce and difficult (and therefore important) at lower levels but be phased out as something to worry about later. To use your own example of the medical bay, at early levels the sort of basic medical care provided at that facility is relatively costly, and gives the game a grittier feel. At higher levels, through the power of both magic and money healing becomes much easier as the game takes on a wider scope and becomes more about the clash of monumental forces than how to deal with a simple illness.

2) Why Won’t My Spells Land
I don’t have much for this one. I would go with your idea of making a graph of expected DCs vs Expected saves before I fiddled with anything. Just double check your math on the boards, It’s really easy to miss something if you are new to the system.

3) Tiny Spells
You probably won’t break anything too bad if you go with your solution of bumping DCs.
You are missing a few parts of the equation of spell levels, however.
First, DCs only matter for offensive spells. The classic tactic in both Starfinder and Pathfinder is to focus your offense in the upper few levels of your spells and use your lower level slots for utility, buff, area control spells, etc.
Second, even if you increase the DC of a spell that does nothing for it’s damage. It doesn’t matter how much you increase the DC of Overheat, 2d8 damage is just not going to cut it once you hit level 17.
Third, having DCs fall off limits the magical offensive output of spellcasters. The number of effective offensive spells a spellcaster has hits an equilibrium in the early-mid levels and doesn’t really increase again until the highest levels.
One of the design goals in Starfinder seems to be to limit spellcasting significantly as compared to Pathfinder. Prepared 9th level spellcasters are considered (by many) to be some of the absolute most powerful classes in Pathfinder. Many arguments have broken out over whether or not they are broken, and if they are, what should be done about it. The fact that the only spellcasters in Starfinder are 6th level, spontaneous casters is telling.

4)Maneuvers Sitting on the Bench
I agree that maneuvers could use some love. I don’t know if just decreasing the difficulty will be enough for them to become more popular, but try a few things out and let us know if something works well.

5) We Come Running!
I’ll agree that the run action doesn’t come up often, but it’s nice to have it when you really, really, need to be somewhere else. It also comes up more often when I play on a virtual tabletop that allows for arbitrarily large maps.
Ultimately, I don’t see the point in removing it. It’s one little corner case option that only takes up one little paragraph in the rulebook. If you don’t draw your player’s attention to it, I doubt they’ll even know it’s there.
Of course as a GM I tend to avoid banning things if at all possible. Even if someone is abusing some part of the rules I’d rather just talk to them about it than take the toy away from everybody.

6) Withdraw the Withdraw Action
It’s never been a problem for me or my group. The problem with your hypothetical scenario is that it requires someone to keep running around and not taking any other actions or attacking anyone. That’s a delaying tactic at best until they get cornered or someone with a ranged weapon just shoots them.
As for your frustrated melee user, the answer to a withdraw action is a charge action. Once the withdrawer finds that despite retreating they are still getting hit they should change their tactics.
The withdraw action is simply the option you take when you are in such a bad position you are willing to give up your entire turn to get out of it. Given that offense is so important in this game, taking a purely defensive action is a last resort.

Alright. That’s my longest response I’ve ever written on these boards.
My one last piece of advice is to be careful about fiddling with the core mechanics of the game. I’m not telling you not to mess with things, but make sure you get some play with the base rules before you decide to throw out half of them and rewrite everything from the ground up. Often things that look troublesome on paper aren’t actually so bad once you sit down at the table.


Yeah, technically hmmm. My table has just always run it that if a creature has an alignment subtype then there attacks count as that alignment for all purposes.

This is where PF2 tagging comes in useful. You can just say those attacks have the lawful tag and then there's no confusion about what counts for what when.


Bestiary page 299 wrote:
Some monsters are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature.

Based on this the only one you missed is aligned creatures. The easiest way to take advantage of that would be summon monster spells to get an archon, or devil, or whatever.


The best thing about owning the PDFs of the rulebooks is the ability to do a text search. Being able to just Ctrl+F "enhancement" made that job take 5 minutes rather than 3 hours.


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Other than explicitly mental abilities like QuidEst mentions, Starfinder is much more agnostic about it's magic.

The idea is that in the future, with magic being practiced and studied on an industrial scale the barriers have really come down between the different sources of magic.

There's no longer arcane, divine, or psychic casting classes. Now you are, say, a technomancer who draws power from study and practice of formulas, or one who taps into a greater outside force to receive revelations about the underpinnings of the universe, or uses the sheer power of their mind to rewrite reality.

At least that's my understanding of it.


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Yeah, it's really hard to find that sort of straightforward explanation of what something actually is in the CRB. However the best I could find is from the section where it is explaining how to calculate AC;

Pathfincer Core Rulebook p179 wrote:
Enhancement Bonuses: Enhancement bonuses apply to your armor to increase the armor bonus it provides.

Which seems to indicate that the enhancement is affecting the armor to increase it's value, not adding a new type of bonus to you like a ring of protection or amulet of natural armor.

I think in one of the later books it goes into more detail on that, but I don't have the time right now to track down which book that piece of information is hidden in.


I'll concur. "as a ranged touch attack or use it as a sling bullet".

I can only assume "as a sling bullet" follows the normal rules for sling use including targeting AC.


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Well, if your character is already on friendly terms with a gold dragon, you might be able to purchase shed scales from it.

I'm sure there are ways to get a hold of dragon based products without having to kill the dragon in question.


I agree, spells are generally treated as single entities unless called out otherwise.

If you want to force someone to make 20 saves to see through your multi-layered illusion you have to actually cast 20 spells.


For an "It's not quite the same, but close enough" solution see if you can get a restoration cast on you at the same time as you are revived.

From the end of the negative level section;

CRB 562 wrote:
Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.

That should handle either the con damage or the negative levels, depending on how much diamond dust you have on hand.


Someone who can keep up a messageboard bit for 6 years must be awesome. It's self evident.


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MerlinCross wrote:
Deadmanwalking wrote:
MerlinCross wrote:
Have to balance against Magic Armor. Even with the new system, having that extra action/effect/buff/whatever that Magic armor will give is hard to argue against.
The effects of magic armor are also available as Bracers of Armor, which are all the magic without the armor. So all the Monk or other unarmored characters needs to do is compensate for the non-magical armor stuff.

Hypotheically, what's to stop my Armored Fighter from having Magic Armor and Magic Bracers(Which is an item I thought would be removed anyway as a Big 6)?

Mind you I might be thinking more of the Armlet than the Bracers. Still if I can stack 2 effects and an Unarmored can only get 1, I would expect something extra in the kit of an Unarmored to make up the difference.

Well, if those bonuses and spells function anything like their PF1 counterparts then the magic armor won't stack with mundane armor.


I'm a big fan of the Voice Amplifier from Alien Archive.

I'm not sure if anyone else at the table is amused by a gallant robo-knight who keeps forgetting to turn his volume down, but I certainly am.


David knott 242 wrote:
Albatoonoe wrote:
Golarion is missing. Maybe a world ending scenario did come to pass? That is part of the reason for the Gap is to keep things linked but still separate.

Some friends of mine pointed out a problem with that option: While the gods had little to say about the fate of Golarion, they did say that it still existed and was okay -- so a world ending scenario would make the gods liars.

But note that this does not rule out many truly horrible scenarios that fall short of world ending.

Maybe it's broken and being rebuilt? Tucked away safely in a hidden dimension as Torag reforges the prison of the Devourer.


It's all additive.

If you look at Table 2-4: Character Advancement on page 26 of the core rulebook you'll see that the second column is listed as "experience point total".

So going with your example, a level one character has 1,100xp, and then gains 500xp more. that leaves them with 1,600xp which is enough to hit level 2. The xp counter never resets to 0, it just keeps on going to the next goal.


Please no. As someone who does enjoy Golarion and uses that setting, I still don't want or need in-character random musings littered across the book taking up space.


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No, that's definitely weird.

If I had to guess, probably either the Anacite Ion Cannon or the Tauon crystal was supposed to have the Electrocute critical effect but something got messed up in the editing.


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As a GM I enjoy rolling my dice just as much as my players enjoy rolling theirs.


Assuming your GM is allowing you to hand pick your followers, then no, there is no reason to choose commoners over experts.

However, since the leadership feat does not specify who gets to choose and/or control cohorts and followers, I would double check with your GM before making any decisions.

If you already have had a talk with your GM, and they are allowing you to hand-craft everything, then go wild.


I won't quote the whole section since it's huge but here's the short version from page 299 of Bestiary 1.

Natural attacks automatically bypassing DR;

  • DR/Adamantine, Cold Iron Silver: No
  • DR/Magic: Bypassed by creatures with DR/magic
  • DR/Epic: Bypassed by creatures with DR/epic
  • DR/Chaotic, Evil, Good, Lawful: Bypassed by creatures with the appropriate alignment subtype
  • DR/-:No

Obviously there may be creatures who have special abilities that allow them to overcome certain forms of DR.


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Here's the faq.

FAQ wrote:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

Which all simply backs up what everyone else has said.


Starfinder Core wrote:
A solarian weapon crystal adds damage to a solarian’s solar weapon. The solarian can place the crystal inside his mote as a standard action. While within a mote, a crystal applies its effects any time that mote is in a solar weapon form. A crystal within a mote can’t be interacted with in any way other than via abilities that specifically target a mote.

A silver weapon crystal would no more turn a solarian's solar weapon metal than installing a normal crystal would turn it into crystal.

The crystal is simply a magic item that enhances the weapon. It is not the weapon itself and never comes in contact with (and in fact cannot be interacted with) an enemy combatant.

It sounds like you are the GM in this situation however, so if you think it would make your game better to allow it, don't feel constrained by what I say.


Check out the Pathfinder wiki's article on the starstone here.

The starstone was essentially formed from the combination of multiple layers of epic-level magic and the sacrifice of two gods.

But again, you do you in your own campaign. I'm just highly amused by the multiple levels of shenanigans that went into the thing according to the official backstory.


Well, the problem is "station" isn't really a defined term. Absalom station is essentially a small planet and would take an absolutely immense amount of firepower to take down.

On the other hand, something like Earth's International Space Station is much more manageable and could be taken out without much problem.


Yup, having the same issue. It logs me out whenever I close the browser.


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Short answer, yes. If you have a close read through the "Crating Scrolls" section on page 552 of the Core Rulebook you won't find any such restrictions.

As long as you have the time, money, and ability to cast it, any spell can be turned into a scroll.


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Atalius wrote:
Do they also make an opposed perception check at any point or just a Will save?

As per the normal disguise rules anyone who pays attention to you gets to make a perception check to realize the disguise is fake. On top of that, if someone directly interacts with the illusion they get to make the will save as well.

As to what constitutes interaction, that's a bit of a debated issue, but touching the disguise would definitely count.

Edit: Here are a couple of threads that go into more detail on the interaction issue;

Figments, illusions and interaction

Illusion Spells: What does "Interact" mean?.


Alright, I've flagged this to please be moved to the Pathfinder Advice board.

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