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![]() In last weeks game the party Wizard was successfully attacked by a Mimic, and thus grappled by the Mimic's adhesive. The wizard has Shift (Su) from his conjuration school. So the question is would a wizard be able to shift/Dimension Door out of a Mimic's grapple? I'm curious how others would rule? It seems normally a PC can DD out of a grapple by using the required action: standard/swift/command. But in this case the description states: Mimic Adhesive wrote: Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. How do others read/rule this? ![]()
![]() It seems to me that it must be an exceedingly odd campaign world where all magic items are in the hands of evil villains. Somebody had to create the magic items in the first place, why would this ability/technology suddenly disappear? How come nobody can make or sell it now? Moreover, why do only BBEG have them? Is it a prerequisite that you have to be evil to create magic items? And, if all the magic items are in the hands of BBEG, then what stops them from simply destroying all good/civilization/whatever they want? I mean a few underpowered heroes certainly wouldn’t be able to stem the tide if all the bad guys have magic items and nobody else does. Just seems strange to me. Besides being strange/odd, it is unbalancing. I mean good tactics and well made characters can compensate a lot, but after a few levels they get underpowered. If this is what the GM is intending and is knowledgeable/capable enough to balance that, than it can be ok. Or, maybe it is just a “Brutal” type game with lots of PC death, but the players should know/accept that upfront. Moreover, this can be seriously limiting for players that create characters with an end goal in mind. Don’t ever take weapon focus or exotic proficiency cause who the heck knows what will drop. Forget the critical focus chain because you likely won’t find a weapon with a high crit range. Think long and hard about playing a wizard because you will have to rely on getting lucky as far as spells outside of your two when you level. This could seriously limit your utility. In my current campaign the DM is of a similar mind to those posting above. I made the mistake of choosing to use an archetype to build a polearm user. So now I am running around and whacking things with a quarterstaff because apparently nobody makes polearms, you can’t buy a polearm, you can’t trade for a polearm, I certainly can’t craft a polearm, and no BBEG has deemed it worthwhile weapon to use a polearm. Ohh and my starting polearm got magically warped. How does this make any sense? Is it really more fun this way? More fun for whom? ![]()
![]() From: http://paizo.com/pathfinderRPG/prd/combat.html "Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
Initiative Consequences of Readying: Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round." Clearly you initiative result changes. You don't get to take two actions in a row. ![]()
![]() "ready ill omen to affect your target the next time they save against you. That save should be against your Misfortune Hex." I don't understand how this works. The rules for readying an action clearly state that your initiative order is reset when the action goes off. Thus, when you cast ill omen you have to wait a whole round before you can misfortune hex. Surely, the target has taken an action requiring a roll before your turn comes around again... ![]()
![]() Last night our group had a minor difference of opinion about if a dazed creature could get an aoo. The scenario: The wizard cast daze (0 level cantrip) on a large creature (Ogre I think) that had reach. The creature failed the save and thus is "Dazed" for one round. The rogue moved in for an attack - having to move through threatened space due to the 10' range of the large creature. Does the creature get an aoo on the rogue? I understand from the core rulebook that a dazed creature cannot take actions. However, they can defend normally (so no sneak attack etc). Is an aoo an action, or a normal part of defending? Please support answer with info from RAW as I seem to have found myself in a rather rules intensive group. Thank you in advance for any feedback. |