Karzoug the Claimer

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Hi everyone!

I'm starting SoT with my players and we will use the free archetypes rule.

My question is: is it possible to play as a sorcerer or a cleric (or a witch) as main class without taking the wizard or druid archetypes?

Actually it seems really a strong limitation to me to be allowed to play only with those two archetypes while using the free archetypes variant rule.

Do you have any suggestions?

How do you will handle the academy to accept as students other classes like oracles or summoners and so on?

Thank you for your answers!


Hi everyone,

I'm playing a witch and I'm having a blast.
I've always loved this class from PF1 and I find it cool in this edition too but every time i level up i can not notice that the whole 'Patron' thing seems to be really under developed from a design (and even more mechanical) perspective.

Not counting the rare patrons there are actually 7 common that a player can choice from level 1:

Winter
Wild
Night
Rune
Curse
Fate
Fervor

What bothers me is that other than the hex cantrip..the only thing that patrons gives are a bonus skill and a bonus spell.

I can't find any kind of feats or archetype that expands the 'Patron' theme.

I can overcome this with roleplay, ok...but in my opinion is not so cool to see the other players taking feats and abilities that expands their character and to watch mine (that is really focused on the Patron i've chosen) that is limited to roleplay because all the feats are based on other mechanics (like familiar).

I hope my point is clear and I'll like to read your opinion on the matter.
Do you think Witch Patrons need to be expanded in some way?

Thank you for your answer,

Marco.


Hi everyone,

I'm playing a female human(changeling) Witch with a special bond with his son that she believes is some sort of divine conduit or chosen one (he is another PC).

The whole character is constructed around this concept, and therefore the main mission she have is to protect this PC.

The witch class offers the Witch's Charge feat and for sure is a good start to play this concept...but what I really want is to be capable of cast personal spell (like mage armor or dimension door) on him.

Even the ability to cast such kind of spells only once a day will be perfect!

Is there any kind of feat or ability that allow this?

Thank you,

Marco.


So is totally fine that if you end one of your action behind a wall or corner you become hidden (or undetected) automatically.
Therefore you can use in your next action the Sneak action to move to another place or return in combat to attack the enemy while he is flat-footed.

Cool.

Thank you everyone!


Hi everyone!

One of my players is playing a rogue and from time to time it happens that he goes behind a wall and ends the turn there. When he start his new turn is he automatically hidden and therefore can he use the Sneak Action to consider an enemy flat-footed ?

In other words: if no one can see me with a precise sense..am I hidden?

Core Rulebook wrote:
In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight[...]. If you can’t observe the creature, it’s either hidden, undetected, or unnoticed, and you’ll need to factor in the targeting restrictions.

Thank in advance for you answers!

Marco


Hi everyone,

as title says, will we seen a Thunder and Fang Shoanti archetype?
In my opinion it will be very cool, i've always loved the Shoanti theme and in general all the combat-styles (divine combat style if I remember correctly) Paizo has come up in Pathfinder first edition (ie: sword and tankard).

What do you think?

Marco.


Magnus Arcanus wrote:
PF1e was cleaner in this regard because if the grabbed creature was not adjacent, it was moved into an adjacent open space to the creature grabbing it. The situation described above never really ever happened in PF1e.

It was "cleaner" mechanically but to my opinion it was "uglier" from a design and logic point of view.

To me it was terrible to see a colossal creature like a Kraken bound to drag enemies closer and losing all the reach/treat area stuff.
But that is just a personal opinion.

Magnus Arcanus wrote:
I ruled a grabbed PC could attack the grabbing creature, even if out of reach, but other PCs adjacent to the grabbed character could not.

I was thinking about the same kind of ruling (for now) for balance reasons.

Magnus Arcanus wrote:
I did rule being adjacent to the grabbed character was sufficient for using Aid if they wanted.

I will surely try this out! Thank you :)


First of all thank you everyone for the answers.
I always ruled (both in PF1 and now in PF2) that if a creature is grappling me with a natural attack of some kind (tongue, limb or whatever) i can strike it back and even kill the creature if it reaches 0 hp.

My dubts are in regards of other characters (ally of the grappled one).
Would you rule that if a monster with 30 feet reach grab something everyone in the field adjacent to the grabbed creature can attack the monster just because the grabbed one can?

Because that is changing a lot on monster balancement and the grab ability become a burden and not a powerfull tool in my opinion (yes you immobilize someone but everyone now can attack you from distance with melee weapon).

Thank you in advance for you answers,

Marco


Hi everyone!

I'm about to GM an important fight during Age of Ashes campaign and since the monster is really big and has the grab ability i was wondering..

If the monster grab a character at 20 feet distance (6 meters|4 squares)...can the grabbed character attack the monster even if it is clearly out of range for him? (normal medium character range is 5 feet| 1,5 meters).

And if the answer is yes what happens if an ally of that character go next him? Can he attack the monster from 20 feet even if normally couldn't?

I hope the question is clear.

Kind regards,

Marco


Hi everyone!

Me and my fellow players have a question about the heightened rule and cantrips/focus spells.
The problem is simple: Can I cast a cantrip/focus spell at a lower level?

Rules I've found:

Core Rulebook wrote:
Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. This is called heightening the spell. [...] When you heighten your spell, the spell’s level increases to match the higher level of the spell slot you’ve prepared it in or used to cast it.

Ok first bit seems pretty clear to me: you CAN heighten the spell. Your choice.

Now, talking about cantrips (and consequently focus spells):

"Core Rulebook wrote:
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have.

To make it simple: at first level my produce flame is a level 1 produce flame. When I hit level 3 I automatically learn an heightened version of produce flame of level 2.

At level 5 it happens the same and now i automatically can cast a version of produce flame of level 3 and so on...but what happens to the previous version?
Do I forgot that version forever?
If I want to cast a produce flame that does lower damage (a level 2 version for example) I can't? Where is written that I MUST cast the cantrips ALWAYS at the max level?

Another and more important question: how does this affect Wild Shape?
Does a level 9 druid can transform ONLY in a Huge animal? To me this is not only wrong but just "stupid".

Sorry in advance for the length of the question and thank you for your answers!

Marco


Hi Everyone,

I'm playing Pathfinder 2 from a few months now and, session after session, some questions are rising.
Some of this are about shields.

Quoting from the core rulebook

Core Rulebook wrote:
A shield can increase your character’s defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield.

and

Core Rulebook wrote:
Raise a Shield is the action most commonly used with shields. Most shields must be held in one hand, so you can’t hold anything with that hand and Raise a Shield. A buckler, however, doesn’t take up your hand, so you can Raise a Shield with a buckler if the hand is free (or, at the GM’s discretion, if it’s holding a simple, lightweight object that’s not a weapon). You lose the benefits of Raise a Shield if that hand is no longer free.

If my character is wielding the shield but NOT using it (so he is not using the Raise Shield action) can he draw (and hold or use) a potion? A scroll? Can he use an interact action with that hand?

It seems to me that if you have a shield (unless it is a buckler) your hand is not free and, for example, a sword and shield warrior can't draw a potion to heal himself unless he sheats his weapon first. Am I right about this?

Thank you for your answers and I hope my question is clear.

Marco.


Hi everyone!

I'm a bit uncertain on how to read this phrase:

SorcererSRD wrote:
Blood Magic Elemental energy surrounds you or a target.Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level.

The bonus to damage or intimidate is a status bonus? To me both are status bonus type since it say "+1 to intimidate, or"..but effectively it seems that only the bonus to intimidate is a status bonus.

What do you think?

If I cast a fireball this ability affect only ONE target or ALL the fireball targets?

Thank you for your answers!


3Doubloons wrote:
A +2 circumstance bonus to damage was how the Playtest handled increasing the size of a d12 die. That part of the die size increase rule didn't make it to the release

Ooow now it is more clear..do you think this "+2 static damage" obtained from weapon size is now already calculated in the static damage that Huge+ creatures do with attacks (like for example storm giant that has a +16 static damage on hit)?

P.S: Thanks everyone for your answers!


Hi everyone,

I'm preparing the third module of Age of Ashes and the first "large city" the players will explore in Pathfinder 2 and this brought some question:

- Where I can find Kintargo level?
- How do you have managed the shops in Kintargo?

Thanks for your answers


Hi everyone,

it is normal that I can't find anywhere a statement about what happens if a greatsword, for example, has size increased?
The core book state that after 1d12 nothing happens...but on reddit I find several users say that after 1d12 you got +2 to damage for every size increase. Is this true?


Ok guys my party has arrived to Raldurr and...how can they beat him?
How do your parties manage to kill him?
Did you helped them fudging something?

My party composition is: Fighter (with wizard dedication), Rogue, Sorcerer, Druid...but there is no way they can stand an enemy that critically hit every round at least one time on average (not with the damage Raldarr does).


Rune wrote:
Breechhill doesn't seem well-equipped to hold a prisoner for extended lengths of time

Actually in the book Breachill has ~50 guards and a barrack. The city itself has ~1500 citizens so it is perfectly fine to assume that under the barrack they have some sort of prison for at least 5/10 criminals.

Keep also in mind that Breachill has money (they pay adventurers on a monthly base) and the city try to be independent in everything so a prison (even for long term punishment) is totally fine in my opinion.


Ruzza wrote:


That said, I made these before I knew about this site, which may be what you're looking for!

Yes, fantastic. Thank you!

Now i just need to understand how to add more traits :S


Ruzza wrote:


Choppy's Introduction
Choppy, growing in power

Hi Ruzza, can I ask how do you created the item template or if you have a blank one to share with us?


James Jacobs wrote:


We put suggestions on how to implement bad endings into EVERY Adventure Path. That information is already there if you own the last volume of the Adventure Path in question.

We can't customize the setting for every table. We have to choose one of an infinite number of choices, and it's the most logical to choose the one that's most likely to exist, since most groups who complete an Adventure Path do so successfully.

Ofcourse you can't and i'm not asking this. I know there is already more suggestions to implement a bad ending in the APs.

Anyway i think that what are you saying is no one of those suggestions will have any furter exploration neither they will be kept in mind to avoid obligatory retcon from our side.

Like my example about the Worldwound:
In PF 2 the Worldwound is closed, in my Grand Campaign is not.

Thank you for you answer


1 person marked this as a favorite.
James Jacobs wrote:

I can answer that now: All of them. :P

Not that all of them will have resolutions wide-ranging or notable enough to be mentioned in this book though... some APs are pretty low key from a historical point if the PCs win (which is going to be the assumption for all of them, I suspect... I'm not too fond of hard-coding into the campaign something that says YOUR PLAYER CHARCTERS ARE FAILURES by assuming one of the Adventure Paths is a canonically regarded a failure...).

Mr. Jacobs i'm not totally agree with you on this.

Even if is awesome to have, finally, an advanced setting i want to ask you if there are even a small chance that people (like me) who are playing a "Grand Campaign" spanning all your APs will find at least suggestion, even small, on how to implement bad endings in PF2 setting.
For example, in my grand campaign, The Worldwound is still open since the Characters failed to kill deskari and we are totally fine with this since this mean our game and our story is even more "unique".
I understand that the setting for Pathfinder 2 will be (and has to be) one and only one...but at least some ideas, here and there, or small suggestion on some (if not all) bad endings will be great!


Hi Mr Jacobs,

Actually i'm playing an Unchained Barbarian who unconsciously perform act of faith towards Yog-Sothoth.
Can you suggest me some little things about this?
What symbols can he inscribe or gestures perform?
Or Maybe words he can spoke while he is asleep under the stars.

Thank you for your answer


wraithstrike wrote:

Yes you still get the bonus. If invisible opponents cause a flank then no reason why being blinded would not let it come into play.

Effectively there is not much difference.

SKR said invisible opponents still cause a flanking bonus.

PS:I still don't like it because neither one make sense to me.

Hi Wraithstrike,

I'm sorry for bring back to life this discussion but please, answer me, since i need that bit of information:

Where SKR said an opponent with total concealment (like an invisible opponent) can get flanked? Can you link me something?


James Jacobs wrote:

And this is another reason I shy away from rules questions—folks tend to write walls of text and want a hyper-exacting resolution that requires entire books of text written. That's not a fun way to play the game to me. I prefer quick and simple rules resolutions, while keeping my mind open and willing to adjust those resolutions when corner cases or exceptions come up at a later date.

That said... The reason you don't have an answer to this is that there isn't actually a question in your post. I am not interested in getting into rules debates or theorycrafting or actual rules design in this thread.

If you do actually have a question, please just post it in as succinct and simple a way as you can. If you don't have a question, this isn't the correct thread to post in.

Hi Mr. Jacobs,

I admit i'm interested in your point of view about this so, following what you said, i give you an example with a question:

Jonh the warrior have a longspear. In front of him there is a goblin.
Between Jonh the warrior and the goblin there a little wall that provides cover to the goblin.
Behind the goblin there is Jack the Rogue a pal of Jonh the warrior.

Jonh and Jack...are flanking the the goblin?

Thank you in advice for your answer!


Azothath wrote:
yes... if he continues to rule they are weapons, time to get a +1 keen mithral thimble!

Thinking about it is really more simple than that.

Prone condition does NOT affect weapons. Prone condition affects characters -_-
So, for the prone condition, a weapon is never targeted. I am targeted and i have the restriction on weapons i can use...and a ray, by the book, for me is a spell.
Thank you again, really.


wraithstrike wrote:


Nothing about this leads to "every aspect". FAQ's only effect the question asked. The devs have even said this.

By his logic the ray now has range increments since nothing says spells don't cancel out the range increment rule. :)

Every aspect related with the FAQ...talking of spell and effects that affect weapons.

Anyway i understand perfectly what do you mean.


Anguish wrote:


Well, even if that were true - which it isn't - some ranged weapons are usable when prone. Nothing says that ranged touch spells act like a specific weapon. That's why Weapon Focus (ray) is a thing, as opposed to Weapon Focus (longbow) being used for rays. So, even if this FAQ actually meant that ranged spells were to be universally treated as manufactured weapons, it's still the DM choosing for some inexplicable reason to make them unusable prone.

If the DM decides he really, really wants to run this way, I'd think that it's time to open up the Magic Items chapter and look at what good enchantments you can place on your new rays. You might find seeking to be fun. Or you could be a real knob and opt for distance, despite spells having a range, not a range increment, but hey, spells are weapons, not their own thing, right? Best of all, let's go ahead and put speed on our enervation rays, so we can make two shots with it. Later in your career, work on metamagic quicken, so you can get four enervation attacks in one round.

This is my point. Even if they count as weapons they will never be weapons. They will never have a "body" or hit points or material. This is the reason why you can't cast magic weapon on a frigid touch, for example, but he says that the FAQ states the opposite. Magic weapon target a weapon and since a touch like vampiric touch count as a weapon attack you can benefit not only from inspire courage but even from holy sword...or forma example it a spell give the broken condition to a weapon che can target a touch attack like a vampire touch. -_-

Anyway thank your for confirm my view on that.


Here is the faq that i mention early, for sake of clarification.

Faq wrote:

Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?

Yes. (See also this FAQ item for a similar question about rays and weapon feats.)

For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.

The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.

He say that, this faq, make rays count as weapon in every aspects. For prone condition (maybe even broken condition i think).

I say that rays are treated as weapon but are not weapon so, while prone, i can use a ray because it is not a ranged weapon


I'll keep this here for another while to see if someone else want to give his tought. Anyway thank you Wraithstrike and Azothath !


Hi everyone,

i have a question who created a long and debated discussion between me and another person.
The question is:

If i'm prone can i use spells like Scorching ray?

He says that the prone condition affect all ranged weapons (except crossbow) and that the ray is weapon like a bow in every aspect.

I says the opposite. A Ray count as a weapon but is NOT a weapon so, even if i'm prone, i can cast scorching ray (but i can't use produce flame, for example, because in that situation i have a "semireal" weapon in my hands).

We already checked the prone condition (can you give a list of exceptions to it? Only crossbow and firearms can be fired while prone?)

I also checked the definition for a Ray and nowhere is written that a ray IS a weapon. Acts like "as" a weapon...but it isn't really.

We know the faq (both of them) but they don't help since this is a pretty specific question.

Thank you in advice for your answers.

Marco.


Hi everyone,

Finally, with Starfinder, me and my group started to play with the society rules and for now we are having big fun!
I'm a pretty experienced GM but, since the Society rulebook isn't in my native language, i'm scraching my head on how consummable work.

For example in scenario 1-01 "The commencement" Zigvigix give the PCs 2 fire grenades. Does it means every PC get 2 grenades as normal with the rewards and minor item (credits and batteries for example)?
Or the PCs need to buy the item at the end of scenario?
What happen if they use the grenades before the end of scenario? They lost the money anyway?

Thank you in advice for the answers!


Thank you too pizza lord!

Unfortunally it seems to be a clear confusion on this topic since dragonhunterq say negative level work differently.

I will wait a bit more hoping for other answers at this point.


From sneak attack wrote:


This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter

Another question...are you 100% sure that if you have 2 negative level (permanent of course) your sneak attack remain the same?

Because if the paladin do less damage...why the rogue or the cleric's channel don't follow the same rule since the sneak attack say clearly that increases every 2 level?


dragonhunterq wrote:
O'Mouza wrote:
Can your answer to my other questions pls? Like negative level and bab dependent things (feat like power attack and so on).

A "level dependent variable" is any ability that specifically depends on your level - there isn't a universal list of abilities, you need to read the ability. Lets look at a Paladins Smite Evil as an example.

smite evil wrote:
If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite.

It does not apply to things like sneak attack, as while you gain that at specific levels it does not depend on your level. It does not contain the magic words "/level" or "every 2 levels" or something similar.

With regard to spells it includes range, duration and any other aspect that refers to level - such as fireballs 1d6/caster level.

Negative levels give you a penalty to hit and do not reduce your BAB so power attack is not affected.

Thank you for the answer!


Ckorik wrote:

What's more confusing is permanent negative levels give you a save every day to overcome them.

Not really 'permanent'....

Because you are confusing permanent and temporary.

The negative level that give you a new saving throw are the temporary, not the permanent one.

negative level condition wrote:
A creature with temporary negative levels receives a new saving throw to remove the negative level each day.
dragonhunterq wrote:

The key bit is here is "you can" and "you choose". This section is about the option to choose to cast a spell at a lower level.

It is not a limiter if you don't have a choice to cast at a lower level.

The only requirement you must meet to cast a spell is found in every spell casting class spells ability.

Ok...i see your point here and you think this rule

Core rulebook pag 208 wrote:
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target’s spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check).

..mean that if something change your caster level don't prevent anyway your ability to cast every spell you have prepared or that you can prepare right?

Can your answer to my other questions pls? Like negative level and bab dependent things (feat like power attack and so on).


Your GM see this rule as me and, to me, all the hint are pretty strong towards this interpretation.
For example, the magic item creation, use the same words of the Magic section of the core rulebook that i quoted in my first post.
You just can't cast a spell of 3rd level power (protection from energy) as a caster level 1.

Anyway, always in the magic section, is clearly written that you obtain (and mantain) your spell slot so, your cleric, have the 4° level slots...and he can use these slots for lower level spells with or without metamagic feats (for example you can prepare a still cure serious wounds or maximized cure light wounds or simply a cure light wounds)


Hi everyone, Marco Here.

Long story shorts: The last session, my players, end up with a lot of negative levels. And for a lot i mean really a lot.
Now...from the rulebook negative level say this:

Core Rulebook pag. 562 wrote:

The creature is also treated

as one level lower for the purpose of level-dependent
variables (such as spellcasting) for each negative level
possessed. Spellcasters do not lose any prepared spells or
slots as a result of negative levels.

To me, this sentence, say that a 4th level wizard with 2 negative level count as a 2nd level witzard for his CASTER LEVEL. I'm a wrong?

He do not lose his slot (so he can still cast the same amount of spells of a 4th level wizard) but...he lose the CASTER LEVEL.

Problem is...if he lose the caster level he lose, rules as written, the capacity to cast some spells.

From the Magic section:

Core Rulebook pag. 208 wrote:

You can cast a spell at a lower caster level than normal,

but the caster level you choose must be high enough for
you to cast the spell in question, and all level-dependent
features must be based on the same caster level.

So...this sentence say, pretty clear to me, that you can't cast a fireball as a 2nd level wizard, doing 2d6, because the minimum caster level for fireball is five.

So...my players can cast high level spell even if they don't have the required caster level?
Do negative level modify caster level at all?
Do negative level modify base attack bonus in regard of feat like power attack or improved critical?
What are this "level dependent variable"? There is list a somewhere?

The only thing that i found saying "level dependent" is the character advancement table, pag. 30 of the Core Rulebook.
In that table, the only things described and treated as level-dependent are ability score gain and feats.

Thank you for the answers.


Hi all, do we know how much stuff is reprinted from the campaign settings/player companion?


Chris Lambertz wrote:

Darkness has been unleashed, friends!

Announced for September, description and image are not final and subject to change.

Hi Chris!

If i have already the 3 campaign settings series "book of the damned" do i need to buy this or is just a reprint?
Thank you in advice for your answers!


Fuzzy-Wuzzy wrote:
Khudzlin wrote:
Regardless of how you're attacking an enemy not adjacent to you, intervening creatures provide cover. However, you could argue that due to your height, A doesn't really provide cover.

To expand on that last bit,

Cover wrote:
Low Obstacles and Cover: A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he's closer to the obstacle than his target.
In this case A's height hasn't been given but is probably no more than half yours. But since you and B are equidistant from A you can't ignore it anyway.

So my height doesn't count at all? Even if i'm Huge for example?

I'don't understand why they put the reach weapon entry if everything that is not adiacent to me treat my attack as ranged attack


4 people marked this as FAQ candidate.

Hi everyone!

Quote:
When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall). When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

If i cast enlarge person on myself and i'm a monk i have a natural reach of 10' and i have two enemy in front of me.

If i want to attack the far one does he have a bonus granted from cover?

EXAMPLE:

XX
XX
A
B

Where X = me
A = Enemy 1
B = Enemy 2

I want to attack Enemy 2 and, RAW, since i'm not using a reach weapon but my natural reach...i don't think that A grant B cover from my attack.

Thank you for the answers!


For now this are the deaths for my group (me as GM)

#1
Name: Yaba Cha
Class/Level: Human Witch 3
Adventure: Burnt Offerings
Catalyst: Shadows
Story: In the lowest level of Thistletop he got swarmed by shadows and...strenght score dropped to zero.

#2
Name: Maul Talzin
Class/Level: Half-Orc Ranger 15
Adventure: Sins of the Saviors
Catalyst: Karzoug's Statue
Story: Not totally his fault since the group was out of resources but anyway s$%# happens.

And that's it...for now.
Group is composed by: Investigator, Paladin, Magus and Ranger...all at 15th level and they started chapter 6 last week.


Name: Tim II
Race: Human
Class: Magus 7
Adventure: The Armageddon Echo
Location: Celwynvian
Catalyst: Arrogance
Description: The party grew to cocky and they start killing every group of drow in the city...until they ran out of resources and magus died. Not is fault entirely anyway.

Now he reincarnated as an half-elf and they finished Endless Night adventure.
They started arguing on what path to follow and...they ended up with "World safety -> Elven safety" so they are going to confront Allevrah now jumping chapter 5 entirely.


So... by the rules:

1) Two PC in a closed room 10x5 can't swap their place. They will be forever in the square they are in the beginning. Right?

2) Disrupt a spellcaster is an exception to the rule? If the action happens BEFORE the trigger...the spellcaster never started to cast a spell so, by the rules, he don't lose the spell (you make a concentration check if you take damage while casting or if you are taking continuous damage)


Nixitur wrote:

This is not allowed.

In your opinion there is a way to word a readied action to actually swap position in that way?(so both T and D use a 5 foot step)

If the answer is no...how do you swap place with a readied action? One of the two use a move action instead of a 5 foot step?


darrenan wrote:
So in this case: "I ready an action to do nothing (free action) and take a 5 foot step back when my buddy steps forward." I think that satisfies all the conditions above. You do interrupt your buddy's movement, but once your five foot step is done there's nothing preventing him from continuing. Allies can be in the square temporarily, as long as no one ends their turn in the same square as an ally, which isn't happening here.

Actually my readied action was: "I take 5 foot step forward in place of my ally and take a total defense action" 5 foot step + standard action.

Problem is...can i take this 5 foot step forward when my ally take 5 foot step backward?


Hi to everyone, this is my situation:

|T|
|D|
|E|

Where:
T = my character
D = my ally
E = Enemy.

Question is: can i ready an action to take a 5 foot step forward (taking the position of "D") when D take a 5 foot step backward? (taking my position in the process)

Thank you for the answers!

Edit: My master does not allow me to swap places in this way.. there is a rule for this? Something that deny this type of swap? (or vice versa there is a rule that allow it?)


Thank you for the answers..i think, at this point, that there is no official description of what is "Force" and how is his aspect.


Nefreet wrote:
Just use Google Drive.

Ok...now, can you give me an answer please?

What type of cover i must have to avoid AoO?

Thank you in advice.


1 person marked this as FAQ candidate.

Hi to everyone.
I'm a wizard with see invisibility on and i'm in front of a wall of Force...what happen?

Can i see the "invisible" wall the spell describes?
If yes..this block my line of sight now? Or is stille transparent?
If i have True sight on me instead of see invisibility something change?

If i still can see through the wall of force i have another question:
Another wizard is on the other side of the wall of force and cast on himself "invisibility"...
I can see him? See invisibility work through the wall? Same for True sight?

Thank you in advice for the answers.