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Goblinworks Founder. Organized Play Member. 6 posts. No reviews. No lists. No wishlists.


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3d8 + 7 ⇒ (1, 6, 7) + 7 = 21

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Something happened in my last game, a wizard tried to cast borrow future twice in a row for his teammate, with a time stop in between. quite interesting but i'm not sure if he can do this:

- So the round begins with a wizard casting a word spell(UM):[Selected(Boost) Borrow Future(Boost)], giving him and each team mate a full-round action immediately.

- With his full-round action, he casts [maximized Time Stop] (with a metamagic rod, of course)

- Now, he got 5 more rounds. For his 5th action, he readies an action:
"as soon as my time stop ends, I cast [Selected(Boost) Borrow Future(Boost)] again" (which can only happen once per round).

Here's my statement:
"Because your time stop has already expired, you are now in the same round as you cast the previous Borrow Future, thus it has no effect"

But here's the Wizard's opinion:
"My time stop gives me another 5 more rounds, which 'refreshes' my use of Borrow Future. When I cast my second Borrow Future, I have already moved into a new round."

Can anyone please tell me if I'm right, or can borrow future be cast again after a time stop because it's already a new round? Any ideas would be appreciated.

(1) he learned those words of power from feat Experimental Caster
(2) If anyone gets curious: None of them would stagger because of RING OF FEROCIOUS ACTION (non-orcs use the rings with UMD)

Related info:

Definition of a round:
Each round's activity begins with the character with the highest initiative result and then proceeds in order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions.

Effect Word: Borrow Future
BORROW FUTURE (TIME)
School transmutation; Level alchemist 4, bard 4, magus 4, sorcerer/wizard 4, summoner 4
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected
The target of a wordspell with this effect word takes either a standard action and a move action or a full-round action immediately after a wordspell with this effect word is cast (maximum once per round). The target skips its next turn, but any effects that would occur on its turn or spell effects that would expire on its turn occur normally. The target is not helpless on its next turn, but can take no actions.

Boost: Instead of losing its next turn, the target of a wordspell with this effect word is staggered on its next turn.

Target Word: selected
SELECTED
Level 0
Range close (25 ft. + 5 ft./2 levels)
A wordspell with this target word affects a single target within range. If the wordspell deals energy damage, this word creates a ray that requires a ranged touch attack to hit, or it can be used as a melee touch attack with no range (decided by the wordcaster when the wordspell is cast). If it is used as a melee touch attack and the attack misses, the wordcaster can hold the charge and try again with subsequent attacks.

Boost: Instead of one target, the wordspell affects up to one target per caster level, no two of which can be more than 30 feet apart. The range increases to medium (100 ft. + 10 ft./level). If used with an effect word that deals energy damage, the wordcaster must make multiple ray attacks for each target (they cannot be made as melee touch attacks). This boosted target word increases the level of all the effect words in the spell by 3 levels.

RING OF FEROCIOUS ACTION
PRICE
3,000 GP
AURA faint transmutation CL 5th WEIGHT —
This ring allows its wearer to persevere through physical or
mental trauma that hampers his actions. The ring has 5 charges,
which are renewed each day. At the start of his turn, if the
wearer is staggered, as a free action he may spend a charge
to activate the ring and ignore the staggered condition until his
next turn.

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Err..I'm not sure why people are still talking about DR.

> Weird sounds is an Su.(Supernatural Ability).

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action...

>Thus the damage it deals are damage from supernatural abilities. Yes they are B/P/S damage but still, they are damage from a supernatural ability which is called Weird Words.

>Creatures with DR take normal damage from supernatural abilities.

Damage Reduction (Ex or Su) A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. (Universal Monster Rules from B2)

>Therefore DR does not apply to Weird Words.

It seems very clear imo

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Damage Reduction (Ex or Su) A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities.

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard's Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. This performance replaces suggestion.

EDIT:
http://paizo.com/pathfinderRPG/prd/additionalMonsters/universalMonsterRules .html

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Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

So here is the question - what does "suffer from your misfortune" mean? For example - if i use Misfortune and grant an ally who rolls 1 an reroll, and for the second roll, the result becomes 20 - this person does not suffer from Misfortune but actually benefits from it, does that mean i can use Misfortune again on him? or does the word "suffer" here actually mean "affected"?