Byakko wrote:
Yeah that would be my Interpretation as well, that if a spell breaks invisibility (and deals damage)it would be eligible to have the dazing effect added. But yeah I guess I have to have "the talk" with my GM again about several Topics :/
Thanks for the reply so far. Seems I really have to run it through with my DM but considering that he already banned me out of several core items already (he said every fist weapon, like cestus, brass knuckles and so on doesn't Count as weapon and thus can't be enchanted for dueling, or guarding or defending enchantments)I dread he will also ban me out of a perfectly fine core metamagic feat as well :/ And yes I also considered a persistent Hold Person spell :p
Hello there I have some questions about how dazing spell works with some "uncommon" spell choices to link it to. Of course we all know the famous dazing Fireball. Hit it, let the enemies fail their save and they're dazed for 3 rounds, but what is about recurring damage spells? Like, what do I pick, Acid Arrow for example. Fire it once and every round the target takes damage it has to make another save to avoid getting dazed? I think that example is still within RAI but how about Black Tentacle? Or summoning spells? I guess using a rod of Dazing spell together with Black Tentacles or a couple of summoned Monsters would be terrifying. Does that work? I'd say at least Black tentacles "should" work since the spell does the damage, one "could" argue that a summoning spell doesn't deal damage per se, because by that Definition it would also break invisibility. Is there some official ruling on that or what are your opinions on it? Sincerely
Cevah wrote:
Okay, I'll Keep that in mind for my next question when I have one ^^ I've read (once again) through the intelligent item description and several questions are now solved, thanks for that ^^ So far I know that it can't make attacks on ist own since it can use only the Special listed powers it has attacks are not among them (but a flying item could very well use itself as a projectile or at least falling object)
It can fly as if using the fly spell but only with a 30ft Speed. However the fly spell allows you to carry stuff around that doesn't exceed armour worn + heavy load weight. However an intelligent item has no STR score, so it can't lift anything around? And while I confirmed that they're treated as constructs and have a fast BAB Progression nowhere is mentioned how they do attack rolls if a spell asks for it. It's said they use their item CL for spells and their highest mental score for DC (regardless of arcane, or divine spells) but nowhere is said how attack rolls are made.
Is there anything that really spells it out how they do attack rolls and not just "implied"? Thanks for the help ^^
Diego Rossi wrote:
Hm, neat ^^
It depends on the item and especially on the description.
Worn items which use up a Slot can have varying activation Actions, from a command word (Standard Action which provokes no AoO) And then there is the use activated item, that is always active or Triggers on ist own, when certain conditions are met (like the feather fall ring) And then there are a couple of items that have move, Swift, free or immediate Actions activating them, but they're always in the description. When there is no mentioning of what Action it is to activate the item it's save to assume it's a Standard action
Okay I have parts of the answer figured out myself now.
Total Concealment wrote:
Thus an Eidolon with those evolutions is practically invisible as in “can’t be seen” making the discussion whether or not an Eidolon with those evolutions can make stealth checks while being observed in dim light obsolete. It just can’t be observed in dim light conditions. Also that effect even negates LLV and DV since it just activates whenever it is in anything less than bright light and ignores how the perceived illumination level is by others. Meaning an Eidolon is invisible in a dark cave whether its sneaking up to a human or an orc. There is no talk about the equipment of the Eidolon though, only the Eidolon itself becomes shadowy and stuff, if it carries anything it should still be clearly visible and make creatures able to pinpoint its location (albeit still not allowing targeted spells at it for example)
Well that is taken care off, but the question is still open for less than total concealment (the 20% one)
Honestly, I only want to know if you can make stealth checks without the need of bluff while being observed when you have 20% concealment. Be it from shadowy areas or standing in the border squares of a smoke screen or fog wall spell. It is fairly clear that you can make stealth checks under those conditions as long as you want up until the point where the enemy is able to beat your roll and observes you. The crux is now if you’re able to make further stealth checks against the same creature without the need of a bluff. And some answers to the intelligent item Thing would be appreciated as well ^^'
It’s fairly easy actually if you just look at the conditions. grappled: Both combatants gain that condition unless they have special powers that say otherwise.
Making a grapple check is a STANDARD action, unless you have special powers (or feats) that say otherwise. So if the Grappler uses a Standard action to maintain the grapple it can’t make a full attack by no means because it already used up a standard action and has no full action available any more. However! While the Grappler HAS to make a grapple check to maintain the grapple the Target can choose NOT to make a grapple check and has instead its whole action available. Which means having a full round action available and thus being able to make a full attack at the grappler with the -2 penalty to hit due to having the grappled condition and maybe another -2 if the Target was relying on the DEX mod to hit. So yes indeed any creature can make a full attack with ALL its natural attacks against anything that trys to grapple it, that’s why grappling builds are most vulnerable in the first round when they initiate the grapple since it needs a standard action just to start it and they get to maintain it as a move action (greater grapple feat) the NEXT turn. In between the target gets a move and can unleash hell on whoever was grappling it. After that on Round 2 the Grappler may PIN the target which prevents it from attacking at all.
Hello there I’ve got a couple of questions. The offender here are a Summoner with a Shadow Form and Shadow Blend Eidolon and a Fighter with an intelligent weapon. For starters the Eidolon:
However, the Eidolon thing seems to be something completely different “The Eidolons body becomes shadowy and more indistinct”
Stealth rules wrote: “Being Observed If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.” I’m a little confused about this wording. Does this mean you can ALWAYS use stealth if you have cover or concealment even WHILE you’re observed? Or do you always have to make a bluff check first to use your stealth? It’s made more complicated with the wording of “Hide in plain sight” especially for Shadowdancers. Being in the shadows give you by default concealment and the option to hide, but the class ability explicitly states that you can make stealth checks even WHILE observed. That’s why I ask for clarification here. (and of course hide in plain sight lets Shadowdancers even hide against creatures with LLV or DV)So far I ruled for him that his Eidolon can make stealth checks where it stands (because of innate 20% concealment even in broad daylight) as long as it isn’t observed by whoever it wants to sneak at. For example they know a room ahead is full of enemies and the Eidolon can walk around in plain view of the room while using stealth since it’s “indistinct” but if it gets spotted and a fight starts it can’t use stealth anymore, because it’s under observation of the enemies and would need a bluff check to make them look away and “hide” again. Furthermore, does 50% concealment means automatically invisible? I think not, right? so as long as the Eidolon isn’t actively trying to be sneaky even the 50% concealment would allow anybody to see it “normally” BTW as a side note, who of you guys and gals bother checking for the vision of the enemies how far a stealthy sneaker can hide in the shadows (because concealment from shadow should be only applied if the enemy can’t see all too clear into those said shadows :x ) Now to the intelligent weapon: First Ego and picking a wielder. It is stated, that intelligent items prefer not so strong willed/weak wielders so they can control them. However, why would a weapon pick a lvl 1 fighter over a lvl 20 fighter? Even though the lvl 20 fighter is more likely to not be controlled she’s much more stronger and battle proven and sure to hit what the weapon wants to get hit. Also the lvl 20 fighter won’t die as easily as a lvl 1 one. Intelligent items get an action on their own, that much I know, what I don’t know is on what INIT count they do that, do they get an independent attack on their own, what if they use a spell?
And lastly, an intelligent item may be able to fly. Can it drag/lift its wielder around? How to determine the carrying capacity of that item, and could it be used to navigate a character that is under the effect of levitation? That’s about it so far, thanks in advance for your responses ^^
Thanks for your replies so far, and several of your answer have already helped me a lot, but there are some points that are still unclear, or where I would have a different opinion upon ^^' About grease:
“A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled. “ With the same logic you would add that +10 to your CMD increasing the difficulty for anyone who would try to use a grapple check to escape your grapple. ”Ascalaphus” wrote:
That is wrong. When you pin someone, you lose your entire DEX bonus to AC (and to CMD as well then) as is stated here in the rules: PinYou can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC. Which would allow a rogue to sneak attack you regardless of flanking conditions. That's also why it wasn't wrong to put penalties on the Agile Grappler when he pinned the Brutal grappler. To both of you. Thank you for clarification with with the boni provided to CMD against checks the opponent makes to escape ^^
And yeah, the example with the 2 grapplers was just that, some convuluted stuff that are mostly just curious to see how the grapple rules play out ^^'
Don’t think I haven’t read and searched throughout the web for answers, but most, if not all of my questions where unanswered by forums and rule boards and several are probably somewhat houseruled by everyone.
Starting slowly with the pinned condition:
Also: A grapple check is (usually) a standard action and without a bigger investment in feats you can only make 1 grapple check per round. Successfully doing a grapple check allows you to give a creature the pinned status.
Grappling and Attack of Opportunity:
Tying someone up:
The Rake ability:
Constrict:
Damaging in a grapple:
Special Monster attacks: The advanced hangman tree.
Grab special Attack == improved grapple?
Improved/Greater grapple and spells/items that explicitly increase your CMD against grapple attempts:
Flanking, cover and ranged attacks:
Finally a practical example of a grapple fight, if I understood the rules right.
Agile Grappler
Round 1: Both grapplers start the round and enter the grapple. Brutal Grappler is the dominant grappler. Both take a -4 penalty to DEX
We see right away, that the agile grappler is in a disadvantage here. He has still good chances to break the grapple and become the dominate grappler, but his rolls are worse the moment he’s in a grapple due to the -4 penalty on DEX and his reliance on DEX for his grapple checks (because of agile maneuvers) and with the +5 brutal grappler gets on his next turn for grapple checks he only needs to roll for 3 while the agile grappler needs to beat CMD 22 with his +12 on grapple checks (50% chance) Round 2: Agile grappler fails to break the grapple and gets pinned by Brutal grappler. Brutal Grappler has -4 DEX, Agile grappler is denied his DEX bonus entirely and a -4 AC malus which also goes to CMD as well according to RAW
From now on the battle continues, while the brutal grappler has the battle secured from his side to continue the grapple (as long as not rolling a 1 on one of his two allowed grapple checks per round) the Agile grappler has still a +9 on his grapple checks to beat the CMD of 22 (35% chance) of the Brutal grappler and then both their combat stats revert to normal again. Now the other way around. The fight starts and the Agile grappler becomes the dominant one.
Agile grappler is the dominant one and gets a +5 on his next grapple check. However, due to the penalties from being in a grapple he has a harder time maintaining the battle already. Brutal grappler had to roll a 3 to maintain grapple, the Agile grappler needs to roll a 5. Brutal grappler has to beat the CMD 22 with his +14 to grapple checks (60%) chance. Round 2: Brutal grappler failed to break the grapple (unlucky bastard) and is now pinned. But is this condition so detrimental to him? Because Agile grappler loses his DEX bonus to AC and subsequently to CMD as well.
Now here we go where the grappling and especially pin rules become awkward!
But as far as I see it, this is the correct application of the rules? |