Master Astrologer

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1 person marked this as FAQ candidate.

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
http://www.wizards.com/default.asp?x=dnd/rg/20040309a

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."
http://paizo.com/pathfinderRPG/v5748btpy88yj/faq#v5748eaic9o2r

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.


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?


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.