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I have a rogue player who like to use 4th level invisibility so that he doesn't become visible when he attacks. He claims that he can attack someone several times in the round and is still undetected at the beginning of his opponent's turn. I contend that he is instead hidden, since he clearly isn't being stealthy any more. Even if I perform a seek against him by his adjacent target, technically it uses his stealth DC, even though he is busy hacking away at his target and not trying to hide. I think that he should have to spend an action sneaking away from the square he was attacking from to become undetected again. I think he should become hidden as soon as he attacks in melee (maybe just on a hit) or makes an obviously visible ranged attack, like a ray of frost. I can't find any rules stating that though, so I may be bringing in things from other systems.
Is the settlement level of a city the upper limit to magic item level that you can purchase in the city? The settlement level seems to max out fairly low for campaigns that plan on going to level 20, like Paizo says most APs will do. Requiring characters to find all the magic items they want seems like a bit of a crap shoot too. I was thinking about making the settlement level the upper limit of magic items that one can find without much difficulty, but anything higher requires finding crafters who can make what you are looking for. You will probably have to pay a small premium and of course wait at least 4 days. The other option seems to be to have the characters do the crafting themselves, but the problem there seems to be finding the formulas of a higher level to make the things that they want to make.
I have a couple of characters who had the misfortune of encountering a clay golem and getting cursed with Curse Wound. The wording is clear that treat wounds or overnight rest isn't going to help and any spells will have to counteract the curse before being effective. One of the players is insisting that potions are both magic and not spells, so they should work without having to roll. Luckily we were at the end of the session anyway, so I have time to do some research. I am leaning towards allowing it to bypass the roll, but it does seem to violate the spirit of the curse. Potions aren't clearly spells in a bottle anymore and there is no requirement to use a Heal spell to make a potion. Cursed Wound (divine, curse, necromancy) A creature hit by the clay golem’s fist must succeed at a DC 29 Fortitude save or be cursed until healed to its maximum HP. The cursed creature can’t regain HP except via magic, and anyone casting a spell to heal the creature must succeed at a DC 29 counteract check or the healing has no effect. The golem’s counteract level is equal to its creature level.
I have a player that has the sorcerer dedication on his rogue and he wants to learn more cantrips. He thinks that the errata allows him to do that, but it isn't clear to me that that is what it is allowing spontaneous dedication casters to do. Can he learn and add more cantrips to his repertoire and if so, how many? Errata
I am seeing this phrase all over the rules and it doesn't seem to fit what I think is the intent. It occurs in the Follow the Expert rules and the latest place I have seen it is the Veil spell. "...it gives the targets a +4 status bonus to Deception checks to prevent others from seeing through their disguises, and add their level even if untrained." What that means to me, if read literally, is that everyone gets to add their level to the deception skill whether they are trained or not. If it said "add their level, if they are untrained", it would say to me that only untrained people get to add their level. Does everyone get to add their level to their Deception check, even if they are a level 20 master in Deception? Or do only untrained people add their level?
I was surprised to discover recently that I couldn't Shove someone with my Shield on a Champion. He is sword and board, so freeing up a hand to Shove is clumsy at best. It seems odd to me that a light mace is better at Shoving than a shield, when it feels like a shield should be among the best item for shoving.
I have a player that is convinced that because the casting times of spells appears to be based on the components of the spell, that removing the verbal component of a spell with the silent metamagic action would reduce the casting time of the following spell by 1 action. My ruling was that if the metamagic did so, it would explicitly state that it would, so no, you didn't get a silent spell that was the same casting activity as the regular spell. It would take the one action before in addition to the normal casting time. He wasn't thrilled by my ruling so I promised I would ask here for the general consensus.
I was in my first couple of serious fights last night and it seemed to me that the offensive capabilities of monsters/NPCs is quite high. I am playing a Champion with heavy armor and a shield and they were not struggling to hit me. Most of them had hunter's mark so the damage was quite high also. In PF1, it seemed like players tended to ignore minions and punks and headed straight for the boss or most dangerous looking opponent. Usually the riff raff had trouble hitting and doing enough damage to worry about. Now in PF2, it seems like it is dangerous to leave them active longer than necessary. If you have to spend a long time beating on a boss while the punks are stabbing you in the back successfully, you could be in trouble. Even a goblin warrior level -1 has a better to hit than everyone but a fighter at level 1. Is it a viable tactic to focus fire the rabble down early to reduce the number of attacks each round and wait to go after the boss until the numbers are more manageable?
When I first read Detect Magic, I thought it was going to be a cool change. Players wouldn't be using it to automatically see through illusions, find hidden magic items behind loose stones in the wall, etc. Now they would have to rely on their skills and more specialized spells. What has actually happened is that everything grinds to a halt as soon as Detect Magic pings positive. Now they have to go through an elaborate search algorithm to discover which of the 20 items they can see is magical. This involves a combination of moving around the room and moving items around so they are out of line of effect or outside the 30' radius. Then you hide the found magic item and repeat the process to see if there are more. I am torn about how I want to treat this. One would be to just fast forward through the search process and tell them what is magical and tick off some time. I thought about treating Detect Magic as an imprecise sense and letting them know what square the item is in on an easy perception check. I am reluctant to just make the item glow for the caster, but it does have its attractions. Now they know that the third sword from the left in the rack of eight is the magical one and we can move on without the search routine.
I am playing a sword and board champion with a good athletics check. I realize that I won't be able to grapple or perform most other maneuvers because I have a shield in my hand, but I thought I might be able to shove using a shield. I have looked everywhere I can think of to find a feat or something that would allow me to shove with a shield to no avail. Any suggestions on how to accomplish this?
I am not particularly fond of the idea of destroying a wand just because it was used twice in one day. My change would be to make the overcharge roll before you try to cast the spell each extra time per day after the first. Success allows the spell to be cast and failure doesn't cast the spell and deactivates the wand until daily preparations. The downside of trying to use a wand more than once per day is that you may waste the spell casting actions in combat and deactivate the wand. A nuisance, but not as negative and extreme as total destruction. The upside is that you may get 1 or more extra uses from the wand before it is deactivated. I thought about making it broken, but that can be fixed in 10 minutes and I figured that was too many potential uses.
In 1e, there were rules for detect spells that would work through certain amounts of wood, stone, etc. I haven't seen any mention of that in 2e. There don't appear to be any exceptions to Line of Effect for emanations or detect spells. Does that mean that a magic item in a sack or a chest would not be detected by Detect Magic?
What is necessary for a rogue to be able to snipe with a ranged attack? Can he spend 1 action to duck behind the rock he is standing near and make a hide roll, then strike with his bow as his next action and get a sneak attack? I also don't see any requirements for being within 30 feet in sneak attack. If I am interpreting this right, it seems like it makes sniper rogues fairly viable. Their rate of fire would be cut in half, but they would get more damage per shot. Also, some percentage of their shots wouldn't be sneak attacks if they fail their secret hide check.
Let's say that I am an expert crafting a level 5 magic item worth 160 gp. My work per day is 1 gp. After 4 days I spend 160 gp worth of materials and I have an item worth 160 gp. If I sell it for the "market price", I make no profit and I have spent 4 gp worth of labor. If I set out for another 4 days to reduce my costs by 4gp, I can sell it at market price without losing money. But now I have spent another 4gp worth of labor just to lower the price of materials. I have invested 156 gp in materials and 8 gp of labor, still 4 more than the market price of the item. If I am a crafter trying to make a living making magic items (or anything using the default crafting rules) I don't see that I have any option other than to charge the market price + my labor for those first 4 days. Am I missing something? Do I make sure I only work on easy stuff far below my level so that I happen to have a few crits and no chances of failure to make up the lost 4 days of work?
I was pretty surprised when I saw the goblin warrior's dogslicer was +8 to hit. It is 1 higher than a first level Champion with 18 str and only 1 level lower than a first level fighter with an 18 str and an expert in his weapon. The goblin is a level -1 creature with a 16 dex and an agile weapon. It also seems odd that is the same as a goblin commando which is a level 1 creature, two levels higher. I am hesitant to use a throwaway punk that actually has decent chance to hit even a heavily armored character and a serious chance to crit a back row caster type. With few opp attacks and their scuttle ability, it will be fairly hard for the characters to stop them from getting into the backfield.
In the "before combat" section, it says that she casts greater magic weapon and magic vestment, both of which would be a +2 enhancement bonus. Both her her weapon and armor in her combat gear section are listed as +2. Why would she cast those spells that wouldn't stack with what she already has? Am I missing something obvious?
I always have trouble using cone spells reliably in combat. Usually it is because the up front fighters are packed together and I don't want to get them in the area. I am searching for metamagic, magic items, class abilities that will let me change the shape or launch point to make them easier to get on target. Selective metamagic is great, but I can't get it until 10th level. Any suggestions?
How many times can a ring of force shield be turned off and on in 1 round? For example would you allow someone to turn it on, run past someone and draw an AoO, turn it off and use their weapon 2 handed, then turn it back on? Can someone use a 2 handed weapon while it is on? Can someone fight with 2 weapons while it is on?
Someone casting a touch spell can move to a target and touch them in the same round, but then they are stuck at melee range. By the way that spring attack is worded, it doesn't appear that it would apply to a touch spell. Is there a feat that would work like spring attack and allow a caster to get back out of melee range after attacking someone with a touch spell?
I am currently gamemastering a new group in an adventure path that so far has had lots of 5 foot wide hallways. There are 5 characters and a small animal companion. Due to a variety of circumstances, they keep getting themselves stuck fighting in a doorway or pinned in a long stretch of hallway in a line. The healer needs to touch people to heal and the ranged people have a hard time hitting because of the minuses for in melee and cover from their party members. I am letting them move through each other but not end in the same square. Once they get in this long line, they really start getting frustrated. The front line character is a paladin and can't seem to do a bull rush to save his life and every time he fails is a round that he can't do damage. They are only 2nd level right now, but are close to moving up to third. Are there any good ways of increasing mobility for those in the back? Any ways to increase reach for beneficial touch spells? Should I just draw the corridors as 10 feet wide?
I am the owner of the Tablesmith Yahoogroup. Tablesmith is a program that will automate the rolling of dice for a table, such as a potion description table or NPC items. Recently someone posted a couple of tables to the group. The zip file was password protected with a word from the Dungeon magazine article in which the table was published. Do the editors at Paizo consider that to be enough protection of their copyright or would you prefer that I remove the material? I am not planning on debating or contesting the issue and will communicate your decision to the group. Thanks,
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