Millefune's page

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REMOVE CURSE
Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.

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The first sentence says it can remove all curses from an object or creature. Later in the paragraph it gives the exception of cursed shields, weapons, or suits of armor don't have the curse removed, but they are able to be taken off and be gotten rid of.

So a ring, necklace, or other cursed Wondrous Item that isn't a shield, weapon or suit of armor can have its curse completely removed from a casting of Remove Curse? If so, why does Break Enchantment, an even more powerful form of the spell, only allow things to be taken off or gotten rid of, and not also completely "remove all curses from an object?"


In "Andoran, Birthplace of Freedom," Codwin I of Augustanna was the Supreme Elect in 4715 (2015), having been reelected into office in 4712 (2012). So with the 4716 election year, did someone else get elected into office, or did Codwin I get reelected?


I'm running a campaign in Sargava, and one of the things in the "Sargava: The Lost Colony" book mentions that the Korir River is used by trade ships both to to/from Kalabuto to/from Port Freedom. How is this possible, as rivers generally flow from the inland out to the ocean/sea. There are some occasions that a river flows inland. Regardless, rivers don't flow both ways at a time. So which way does the Korir River flow?


If I have a high enough BAB, can I take the attacks out of order?

For example, I have +6/+1, and my opponent has a high AC, but low CMD. Can I use my lower +1 attack first to trip, then use my higher +6 attack to go for a damaging hit?

It also works for the cinematic imagery. Like in the movies (especially martial arts movies), they block or parry most of the initial attacks, but then the last attack gets through for the damage/kill.


When you don't have total concealment, do you still provoke attacks of opportunity by moving, putting something away, whatever would normally provoke? Like if you're in Obscuring Mist (20% miss chance), and you move through or leave squares that an opponent would normally threaten and gain an AoO from?


I've read over the Grappling rules and used Google... but I can't seem to find the answer to this.

If an opponent has an ally in a grapple, and you don't want to assist your ally in breaking or taking control of the grapple by using Aid Another (say you have a much higher CMB), can you just grapple the opponent? The paragraph on multiple grapplers only addresses aiding, but not whether or not you can initiate your own grapple with an opponent grappling an ally.

If you can do it (I don't see any rules that say you can't), and you succeed at controlling the grapple between you and the oppoenent, is the opponent still grappled with your ally and controlling that grapple?


I'm dealing with an Aurochs animal companion, and when it increases in size, it gets the Trample special ability. The trample damage is not listed in the Animal Companion information. So I went through the rules to find out what it should be, but I'm getting conflicting information. If you have the time, please help me figure this out?

Trample wrote:
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

The "slam" damage for a large creature is 1d6 according to the Natural Attacks by Size table, but the Aurochs entry in the bestiary says the trample damage is 2d6.

Where does the extra d6 come from?


I have been using "ah-meh-nuh-fes." I've heard ay-men-OH-fee-us, ah-mih-noh-fee-oos, ah-men-off-yoos, and all sorts of other ways...


I'm finding that it's way easier and cheaper to raise your CMB than your CMD. So much that CMB builds start wrecking CR appropriate and even "CR+3" fights by low-mid levels. I know the general ways to raise CMD described in the CMB/CMD section of the Core Rulebook, but are there other ways to raise CMD or some new rules or supplements I'm missing that balanced out the disparity of ease of raising CMB over difficulty of raising CMD?


Going through the Celestials and Fiends, I noticed that Demons' attacks count as Chaotic and Evil, and Devils' attacks count as Lawful and Evil. On the Celestial side, however, Azatas' attacks don't count as Chaotic and Good, and Archons' attacks don't count as Lawful and Good... not even Angels' attacks count as Good.

So when Celestials clash with Fiends, the Fiends pretty much can tear through the Celestials' DR, while the poor Celestials have to deal with their attacks not inflicting as much damage, since they can't naturally bypass the DR.

What's up with the unfair treatment? Am I missing something?


It says in the Linguistics skill that you can retry it. I can't see how this works... if I came across Arabic writing, and I didn't know what it said (say I made a low roll), I wouldn't be able to just figure it out by looking at it for another minute. I would understand if it was "Retry: Yes, if you can do further research on the language," or something similar. How do the rules justify someone just figuring out the meaning of writings in a language they haven't seen before half the time by just sitting there for twenty minutes?

Player: I sit there and retry again, and again, and again, and again, and again, and again. OK... let's see, I think it says this or this. One of these is a false conclusion, since they don't match. I have a 50% chance to understand ANY writing I come across.


2 people marked this as FAQ candidate.

You can remove the "half-speed" by making an Acrobatics check, but does that allow you to run if there are no obstacles in the way, or "fly run?"


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Is the Archivist able to make separate Knowledge checks against different types of opponents, and then allow his or her Naturalist ability work for the party against all the creatures the Knowledge checks pass against?

I saw someone say you could on this thread: paizo.com/threads/rzs2offa?Archivist-clarifications

However, I'm not sure it's right. Most people I ask seem to think that it's "one type only," but some say that since a Knowledge check is a free action, it can work on multiple things if the Bard knows what they are.


In the item creation rules, it says that you can have another caster provide the spell needed in creating a magic item if you don't have the spell itself. So with Scribe Scroll, could a Wizard make a scroll of Daylight as an Arcane Scroll or Divine Scroll (or is it his choice), if the spell's provider is a... let's say... Oracle?


I've looked through all the books I have on the setting, checked the Pathfinder Wiki, and Googled... but I can't find what descriptor is used for the folk of Erastil. Are they Erastilites? Erastilians? Erastilese? Anyone know?


As per th subject heading. I'm in the middle of a PSOP session, so in the interest of time for the ruling, I'm just letting it go as a normal touch spell where it doesn't get lost. But I'm posting this, so we can get a more official ruling we can look back to at the end of the encounter. Any answers are appreciated.

4/5

How will the deadline be enacted? More specifically, will GMs and players have the time to enter the final prestige and/or changes to the characters factions for a day or four later, or will there be a straight cut-off at midnight?

For instance, my area will be running a "last chance" session on the 14th of August for Lantern/Shadow Lodgers to play out their respective conclusion scenarios. What if the game goes beyond 12 AM? Will I not be able to report the session and faction change? Will the players not be able to switch their factions on their character profiles?

I'm hoping we have a few days to get all the paperwork done. While I usually get it done within a few hours of a session's end, I know there are some GMs/organizers out there that take days/weeks (months even) to do their reporting on the site.


PFSRD wrote:
The pick is a type of war hammer with a very long spike on the reverse of the hammer head. Usually this spike is slightly curved downwards, much like a miner's pickaxe. The pick is excellent at piercing thick armor or chain mail which a sword would have difficulty penetrating.

It's also pictured in the Ultimate Equipment book as having one side hammer-like and the other pick-like. I figure due to the balance of the weapon (there's a bit more metal on the pick side), it's harder to effectively strike with the hammer side. So would taking a -4 to hit for "improvised" use of it as a bludgeoning weapon to overcome "DR/Bludgeoning" be OK?


A player asked me if his Evocation School ability "Intense Spell" gets added into scrolls that he scribes. I tried looking for stuff under the feat and magical item creation rules, but couldn't find anything. Does anyone know what's up with this?


Need help on a ruling, please?

Another player cast Pox Pustules on an Air Elemental. The DM said it doesn't go off at all, because the Elemental doesn't have any skin. We couldn't find anything in the rules that said that the spell wouldn't work on the elemental. Is there something we're missing?

Given that air elementals don't have skin really, so it wouldn't make real world sense, but neither does magic. Anyway, should the spell have been able to affect the elemental?

4/5

Would someone post a list of which of the last few season 4 scenarios are faction specific, please? I know that Lantern Lodge's is Way of the Kirin, and Andoran's is Waking Rune... but I don't know which others are the "important" ones for certain faction characters.


If a player is captivated by a Harpy's song, and moves through an area with Silence active, or has a Silenced area moved to him, does the Harpy's song effect still affect him and keep him captivated if the Harpy is still singing and not itself Silenced?

I was under the impression that the person had to be hearing the singing in order for him or her to continue being captivated and keep moving toward her.


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Are you still able to flank if you can't see? The example I was put up against was that while in the area of a Darkness spell, two animal companions with the Scent ability were on "flanking sides" of the opponent. They couldn't see the opponent, so it still had total concealment from the darkness. Would they still have gotten the flanking bonus, because they knew what square the opponent is in, or not?

We spent a bit of time looking up concealment and blindness, and there really wasn't anything I could find in the Pathfinder SRD that mentioned threatening squares or not.

4/5

If a person is say Level 4 with 11 XP, and he or she is planning to do Slow Advancement when they hit Level 5, how are the experience points done if they go through a sanctioned module that gives 3 XP?

From what I read in the Organized Play Guide, you have to choose to do Slow Advancement when you level. If the Chronicle from the module bumps their XP passed the beginning XP of that level, does that mean he or she can't do Slow Advancement for that level?

I am thinking of the following possibilities:

1. Slow Advancement can only be started at minimum level XP (0, 3, 6, 9, etc.). The player will not be allowed to do Slow Advancement for 5th level.

2. Slow Advancement begins at the XP attained after the module that leveled the character up. In the given example, the player would have 14 XP after the module, and would then start getting 50% XP/Prestige/Gold for the remainder of Level 5.

3. The player gets 1 XP of the 3 XP gained from the module at the "full rate" to get to 5th level, then the remaining 2 XP and whatnot are given at 50%. This requires more math, as then you also have to give 1/3 of the prestige and gold as "full," and then the remaining 2/3 of the prestige and gold cut by 50%.

Are any of those ways correct (my guess is number 2), or is there another official ruling for this?

Thanks for your time!