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My players are about to face a Black Pudding in our next session.
I'm wondering how the Acid ability exactly works .

PRD wrote:
Acid(Ex) A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding's acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon's wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.

A couple of questions & assumptions:

1) Clothing is only clothing worn in the body slot, no headbands, cloaks etc. - this I assume because the Table: Items Affected by Magical Attacks in the prd clearly makes that distinction.

2) The creature gets 1 save vs all clothing and armor together - or does he get 1 for the clothing, 1 for armor and 1 for his shield?

3) If the black pudding remains in contact for 1 full round - this would be when he grapples someone but since the grappling rules no longer assume one is all over the other creature I would say with grappling only 1 'item' is affected whilst when the pudding is pinning someone its Acid would affect multiple items.

4) The 21 points of damage are only applicable to wooden or metal objects - what happened to clothing and other soft fabrics - RAW implies they are not affected by the 21 point dmg rule :S

5) So when a pudding attacks an opponent and hits he:
a) deals 2d6 acid dmg (besides normal dmg) - the clothing and armor suffers the same dmg unless one/more save is made.
b) gets a free grapple check because of grab - if that succeeds he deals another 2d6 acid dmg with his constrict ability - the clothing and armor suffers the same dmg unless a save is made.
c) next round he makes another grapple check (to maintain) - another 2d6 acid dmg to clothing and armor due to constrict
d) at the end of the puddings round he is a full round in contact with the grappled creature and deals 21 dmg to a/multiple wooden or metal object.

I'm leaning towards using the aforementioned table to determine which object is affected instead of all items being affected. Only when the pudding manages to pin a creature - all objects worn/wielded by the character would suffer damage. I'm not sure though when using this "houserule" I'd be tampering with the challenge rating of the pudding.

thanks for the feedback!


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IejirIsk wrote:
it may be, ask your DM. a calm collected argument, and he might go for it, ya never know. i dont think RAW specify either way.

And guess what I'm doing here :p

Calmly collecting arguments ;)


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Betsuni wrote:
The best this character can hope for is a situation which would allow him to take an AoO on the tripper... interrupting him.

The 2nd question is tied to the other post indeed. But to clear things up in the other post I'm assuming my character has improved trip in this post I'm assuming he has not. The posts follow each other up because I'm wondering whether or not I actually should take Improved Trip as a feat.

redward wrote:

It doesn't provoke an AoO because he's not threatening your square.

You also can't take a 5-ft step outside of your turn

But it is my opponents turn so he should be able to take a 5-foot step, I am only wondering if he can make a 5-foot step in response to my AoO and then he will be able to AoO in return because he does now threaten...

All this because a 5-foot step is defined as a miscellaneous action and says:

PRD wrote:

Take 5-Foot Step

......
You can take a 5-foot step before, during, or after your other actions in the round.

I think it can't be done but I'm not 100% sure

PRD wrote:

Making an Attack of Opportunity:

......
An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity

It says indeed immediately but the exception is when an AoO triggers an AoO so I'm still wondering if there is a small chance you can also wiggle in a 5-foot step


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What happens in the following situation:

- An opponent moves out of a threatened square with a regular move (move action).

- My monk gets an AoO and decides to trip him (monk has improved trip)

- The trip attack succeeds and the opponent ends up prone.

Now my question:

How many actions has my opponent remaining?

1) Has my opponent already spent a move action by trying to move out of my threatened square and does he 'lose' that one (Since standing up from prone is another, separate, move action)?

Or

2) Can he just stand up as a move action and then continue his move?

Or

3) Hasn't he spent his move action because before he would actually move I AoO'd him So he can just stand up as a move action and then take another (standard/move) action?

Or

4).....?

Thanks!


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Paizo Blog: Stealth Playtest, Round Two--Stealth wrote:

When you make your Stealth check, those creatures that didn't succeed at the opposed roll treat you as hidden until the start of your next action or until the end of your turn if you do not end your turn with cover or concealment.

So say my rogue is hiding in some bushes and is unobserved by an opponent can he:

Charge from the bushes at the opponent, attack him and use his sneak attack?

I presume it can because of the second bold line...The opponent is denied it's dex bonus because he treats you as hidden until the end of your turn

IRL it would make sense this way; the opponent is surprised and unable to act appropriately until its "his turn"


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Paizo Blog: Stealth Playtest, Round Two--Stealth wrote:
When you make your Stealth check, those creatures that didn't succeed at the opposed roll treat you as hidden until the start of your next action or until the end of your turn if you do not end your turn with cover or concealment.

So say my rogue is hiding in some bushes and is unobserved by an opponent can he:

Charge from the bushes at the opponent, attack him and use his sneak attack?

I presume it can because of the second bold line...The opponent is denied it's dex bonus because he treats you as hidden until the end of your turn

IRL it would make sense this way; the opponent is surprised and unable to act appropriately until its "his turn"

Full Name

Zamadeen

Race

Human (Kelishite)

Classes/Levels

Alchemist (Trap Breaker) 1

Gender

M

Size

M (5'8" 150 lbs)

Age

25

Alignment

LN

Deity

Abadar

Languages

Common, Kelish, Osiriani, Goblin, Ignan, Sylvan, Terran

Occupation

Alchemist

Strength 12
Dexterity 13
Constitution 10
Intelligence 18
Wisdom 14
Charisma 10

About Zamadeen

LN Medium humanoid (human)
Init +1 (Dex +1)
Senses Perception +6
--------------------
Defense
--------------------
AC 13 (+2 armor, +1 Dex)
touch 11 (+1 Dex)
flat-footed 12 (+2 armor)
hp 8 (1d8)
Fort +2 (2 base +0 con)
Ref +3 (2 base +1 dex)
Will +2 (0 base +2 wis)
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortspear +1 (1d6+1)
Ranged bomb +2 (1d6+4 (INT) Fire dmg Splash dmg 5)
Special Attacks bomb 7/day (1 + 4 (Int) + 2 (Extra Bombs Feat))
--------------------
Spells
--------------------
Spells Prepared (CL 1st; concentration +5):
1st—cure light wounds, enlarge person (DC 15)
Formula Book
Bomber's Eye (APG), Cure Light Wounds (Core), Longshot (Ult Combat), Comprehend Languages (Core), Enlarge Person (Core), True Strike (Core)
--------------------
Statistics
--------------------
Str 12
Dex 13
Con 10
Int 18
Wis 14
Cha 10
BAB +0
CMB +1
CMD 12
--------------------
Skills
--------------------
Craft (alchemy) +8 (+9 to create alchemical items) 1 Rank + 4 (INT) + 3 (class skill) (+1 to create alchemical items from Alchemy feature)
Disable Device +7 1 Rank + 2 (DEX) + 3 (class skill) + 2 (Masterwork Thieves Tools)
Knowledge (arcana) +9 1 Rank + 4 (INT) + 3 (class skill) + 1 Trait (Math Prodigy)
Knowledge (engineering) +9 1 Rank + 4 (INT) + 3 (class skill) + 1 Trait (Math Prodigy)
Knowledge (nature) +8 1 Rank + 4 (INT) + 3 (class skill)
Linguistics +5 1 Rank + 4 (INT)
Perception +6 1 Rank + 2 (WIS) + 3 (class skill)
Sleight of Hand +5 1 Rank + 2 (DEX) + 3 (class skill)
Spellcraft +8 1 Rank + 4 (INT) + 3 (class skill)
Survival +6 1 Rank + 2 (WIS) + 3 (class skill)
--------------------
Gear
--------------------
leather armor
shortspear
backpack
alchemy crafting kit
canteen
formula book
trail rations (5)
belt pouch
chalk
iron vial (5)
sunrod
thieves' tools, masterwork
3 gp, 9 sp, 9 cp
--------------------
Special Abilities
--------------------
CLASS ABILITIES
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (7/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
--------------------
FEATS = 1 (base) + 1 (human bonus feat) + 2 (Alchemist Bonus Feats)
--------------------
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Splash Weapon Mastery
Extra Bombs[APG] two extra bombs/day
Throw Anything Proficient with improvised ranged weapons. +1 circumstance bonus to hit with thrown splash weapons.
--------------------
TRAITS = 2 (base)
--------------------
Mathematical Prodigy: +1 trait bonus on Knowledge (Engineering) and Knowledge (Arcana) checks, Knowledge (Engineering) is a class skill
Tireless Logic (1/day): When making an INT-based skill/ability check, roll twice and take the better result.

Sources:
Pathfinder Player Companion: Adventurer's Armory (Splash Weapon Mastery Feat)
Pathfinder Player Companion: Dungeoneer's Handbook (Trap Breaker Archetype)
Pathfinder RPG Advanced Player's Guide (Alchemist, Extra Bombs Feat)
Pathfinder RPG Ultimate Combat (Throw Anything Feat)