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Hey guys.

So, my friends and I have recently begun playing through the Reign of Winter adventure path online on Roll 20.
I am very excited since this is the first time we're playing Pathfinder since a few of us moved away - and the first time I'm playing (and not GMing) in several years.

Anyways, while playing through the first module my friends and I got hit by a particularly powerful Color Spray during a battle with one of the sprites, which knocked out everyone but the rogue.

It made the battle incredibly annoying, but since they were only sprites (and a stag that got killed off early on), it wasn't particularly dangerous.

But, now we're approaching what I fear is a more difficult encounter and I was wondering:

How the hell do you deal with color spray??? It's a spell most of my players have neglected while I was a GM and so I haven't seen much use of it, and certainly haven't seen it work so well as it did against us.

Specifically: I was wondering if, since Color Spray is an illusion spell, if one person "disbelieves" it (and the phrasing of that already makes me doubt that what I'm suggesting is possible), could they make this known to the other players granting them a saving throw with a +4 bonus?

Any help would be appreciated, thank you.

P.S. Our party consists of a Human Witch (myself), Human Paladin, Catfolk Rogue, and Human Ranger. All still level 1.


I thought so. Thank you.


So, I was reading through People of the North in preparation for an upcoming Reign of Winter campaign my friends and I are playing.

Since I'm playing as a witch from the Land of the Linnorm Kings one trait that caught my eye was Huldra's Luck, which reads:

"At some point i n your life, you were touched by a fey creature called a huldra and inherited a bit of its luck. Once per day, you may choose to gain a +1 luck bonus on a single saving throw, attack roll, or skill check"

My question is: do I have to choose to activate the bonus before or after I roll the die?

So for example: if I roll an attack roll against AC 16, and get 15, can I then choose to add the bonus (assuming I haven't used it yet) or must I declare that I'm adding it BEFORE rolling the die?


Thorkull wrote:
As previously stated, I don't like it, but it's the only way the current rules make sense. Really all they need is a line in chill touch specifying that you can hold the charge until it's used up, similar to the verbiage in produce flame. [

I think you're right. It needs to state that Chill Touch is an exception to that rule. For now I guess I'll just treat it as if it is for my game.


Grick wrote:

The closest answer we have from a Developer is James Jacobs' post in January where he says to FAQ it, and that he would run it with one touch per level, round after round.

In February, he posted the same interpretation again saying "Chill touch gives you a touch attack you can use a number of times equal to your caster level. Those uses last until you use them; you recharge them by re-casting the spell. You do get a touch in the round you cast it (since it's a touch spell, you use the rules for touch spells). [...]

Okay, fair enough.

So do you have to use those attacks consecutively? If you're not "holding the charge" (since that's illegal with spells where you touch multiple targets) wouldn't that mean you're allowed to make use of other spells in the meantime? Or is this actually still "holding the charge," but with an exception to the usual rule?


The [I] Chill Touch [/I} spell description says specifically:

"You can use this melee touch attack up to one time per level."

If it's a melee touch attack, wouldn't it also be limited by your attack bonus?

So, for example a level 20 wizard would cast the spell in round 1, and touch one target, leaving him with 19.

He would then continue to make touch attacks every round, using full-round actions in order to land the hit: 2 attacks per round because of his base attack bonus. Even assuming he took 5 foot steps, it's highly unlikely that he would be able to use up all the attacks since you can only use it once per target (Unless I misundestood this part), so I don't think it's all that absurd to think he might spend 3 or so rounds to cast the spell and touch 5 targets?

I notice people were saying that making a magical touch attack is a standard action, but I don't see that anywhere in the rules saying that you can't spend a full-round action to use all your potential attacks: am I missing something?

Tell me if I've misunderstood the issue.


Wait, hold on. Do you all agree then that you cannot hold a charge and apply it to 6 allies the next round? Since you cannot hold the charge of a spell that can be applied to multiple targets?

By the way, I think another possible reason for the odd quote I mentioned above is because there may eventually be a spell which is an exception to the rule (maybe there already is?).

Also, I think I agree with Thorkull's logic about not getting multiple attacks in one round. I never read the rules that way: scorching ray specifically says the rays are fired simultaneously.


Okay, first of all:

WOW. Great community. I was expecting maybe two responses by tomorrow. Thanks guys!

Second of all:

In response to Hangarflying's point about attacking 6 times in one turn, as Sam says: the rule says allies, so I'm guessing it doesn't allow more attacks than your base attack bonus does. That I'm actually clear about as it's consistent in both areas.

Third of all:

There is still the problem with the note on 185-186: "Holding the charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. " (Chapter 8: Combat)

Probably should have quoted that from the beginning. So, looking over it again, it seems to support the fact that multi-target spells can't be held still (since it suggests that the spell discharges as soon as you touch someone if its held) - but I'm still confused as to why they would mention that you can touch up to six friends under this section?

Are they simply noting it as a "by the way" ? I guess that would be a slight editing error, like Hangar said.


9 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Hi all,

So I recently decided to officially switch over from 3.5. I bought the Pathfinder core books and am reading through the rulebook in preparation for an upcoming game I'm going to run.

I'm confused about one thing however:

Chapter 8 (Combat) of the Core Rulebook states that if you hold a charge you can touch up to 6 friendly targets the next turn.

Yet Chapter 9 (Magic) states that you can never hold the charge for a spell that can be used on multiple targets.

Which am I supposed to follow? Or did I misunderstand the question.
Does the rule in Chapter 9 only apply to multiple OPPONENTS? Or does the rule in chapter 8 suggest that you can use a spell that otherwise could only be used on one target (say Cure Light Wounds) on multiple allies if you hold the charge and use a full-round action?