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![]() I completely get the difference between surprise spell and applying sneak attack damage to damage causing spells that you have to roll to attack. I was just using surprise spell as a Pathfinder example to show sneak attack damage only being rolled ONCE per spell. It looks like we play it as written. I don't want to house rule this and nerf the PC. Thanks for clarifying. ![]()
![]() First off let me say that I am very aware that we are playing pathfinder. This is not D&D 3.5. That being said, I am also aware that pathfinder borrowed a lot from 3.5 to become what it is. I am hoping for some kind of ruling or link to ruling regarding sneak attack damage and ranged spells. We are getting knee deep in high level stuff and a player just brought in an arcane trickster. What he does is pop an improved invis and then let loose scorched rays. The (3) rays do 4d6 fire damage per and with a 5d6 sneak attack its right around 100 points of damage per round. Granted he has to hit (a touch ac with no dex) +2 for being invis. A lot of monsters have SR, I get all that. I could also make monsters that are immune to sneak attack damage and nerf him hard, but that would not be fair. 3.5 D&D had a volley rule
I do not see anything like this in path finder. The closest I can see is a ruling from the arcane trickster and surprise spells. I quote "The Surprise Spells class feature allows the Arcane Trickster to add his sneak attack dice to spells that deal damage that target flat-footed foes. This damage is only applied once per spell. In the case of fireball this means it affects all targets in the area, with each getting a save to halve the damage (including the sneak attack damage). In the case of magic missile, the extra damage is only added once to one missile, chosen by the caster when the spell is cast."
They rule that you only get sneak attack damage for one missile. This is inline with the 3.5 volley rules. Hoping someone chimes in here.. and thanks. ![]()
![]() Magicdealer wrote: Gotta be careful though. Players HATE losing control of their character. And a scenario like that one could easily end up with a TPK if the players roll poorly on their saves. I agree with this 100%. Make it a nasty will save to avoid. Pull the players that fail it aside and tell them they are possessed and to role play it to the point of making the other characters do what they want. Should make for some interesting gaming. ![]()
![]() The players just acquired a chunk of land an an entitlement to build on said land. I believe DnD had prices for building basic dwellings and castles but I don't see it in Pathfinder. Am I missing this in one of the books? I no longer have my old DnD books, so that is out. Anyone have pointers to prices? ![]()
![]() So here is the scenario. My group triggers a trap in a 30X30 room. This bars the door they came in and opens a secret door with a dwarf in full plate + tower shield whose only job is to block the corridor. Now the room is starting to tilt which in turn will drop the PC's (and ambassador they are protecting) into the room below. The sorcerer casts (gasp) hideous laughter and my tank drops prone. According to the rules to get past a non-helpless opponent the party needs to either tumble or overrun according to the rules on page 193 of the core rulebook. The players thought that because the target was prone it would make it easier but the rules are pretty clear as far as I am concerned. What do you guys think or did I miss another rule somewhere? ![]()
![]() Unfortunately I had to ban druid pets. The pets were almost too powerful. Add the druid in the mix and it pushes it over the edge. Some tips for DMs if they want to use pets. (basic nerfs) - You control the pet. Don't let the player position it. it will attack the creature the druid needs it too, but you pick the squares. - Count the pet for XP. You are gonna tick off players, but the pet is dong as much work as a player. - It dies at zero. Like monsters it does not have neg HP. Kill it at zero. - Make feeding it an issue. They will need to bring a spare horse as food for a tiger as an example. - seriously consider not letting the pet up it's int at level 4. When you include player feats they get nasty. Real nasty. Now if you are running a small group (1 or 2 players) forget everything I said. They work perfect in a small group. ![]()
![]() You guys way over think this. Let them go to all the trouble of getting the acid to mark and as soon as they try to sell it the first buyer notices that this is water. Explain that 'magical acid' from enchanted pits turn to normal water after X hours when removed from their source. Where X= the number of hours to bring to market. Have a phone handy to get a picture of his/her face.. lol. ![]()
![]() How do you or your DM handle DR and the PC's ability to detect it. My PC's are going to fight a Demon with DR/10 cold iron - good. They have neither but I will have a cold iron in another room they could grab ... Anyway do you just tell them after the first hit that the demon is not taking all the damage? Should they make a check (maybe a DM Secret die roll) to note the DR? Just don't tell them at all (kind of evil but fun)? If you do make a roll to check, what skill/ability? What say you. ![]()
![]() I made a pretty nasty room - you can use this for a room or a corridor and possibly as a final fight type room. The floor is a see through purple. The party can see all the way to to the lava flow/deep ocean/bottomless pit (you get the idea here) below. The rub is that the only thing that floor will support is living flesh. So as the party enters the room they feel it 'tingle on their bare feet'. Let them toss a coin and watch it fall, then attack. Now, a DM can nasty if he wants. Disarmed PC's will permanently loose weapons. If your party relies on raise dead spells, dead PC's fall never to be recovered. Think of the fun of flesh to stone. Get creative and have fun. Miles - DM |