Male human on stilts

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OK... I know its out there but for some reason i can not find the rules on this. I might be remembering the old 3.x days about getting a bonus to melee attacking someone holding a ranged weapon, but I'm sorry i have to ask, is there a modifier to attacking someone while they are holding a ranged weapon? I know if they try and make a ranged attack while in melee that is an AOO. I am wondering this because or GM just had us go against a few firearm wielding baddies.

Elemental Arcane Schools

Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Ok so thats great, if you pick the fire school you have to spend more for water spells. But is there a list of spells that it affects? I have a fire mage in my current game and it seems like there is no really down side to this school. Ok i guess he will have to spend more for cone of cold or something but I think I am missing something here. Please if anybody has an idea of what you loss or the down side to this school is please let me know.


Hey all just had a quick question about ranged attacks into melee, say there is person (A) fighting person (B) in melee and person (C) is on (A)'s side but (A) and (C) are in line with each other, let me do a little drawing: C---->(A)(B), my question is will (B) get cover or AC bonus from C even if C has precise shot?? Thanks Red.

Oh yeah they are all medium creatures

Ok so looking at low-light you can see twice as far as a human in dim conditions, so with normal vision and a light spell cast in natural darkness it states, This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light.

I see this as low-light seeing in 40-foot radius of normal and then another 40-foot radius in dim. What if you had dark vision(60 ft) and low-light. With a light spell active would you use the first 60 ft with dark vision and then the last 20 ft using low-light.

I guess I’m wondering if you can choose which kind of vision you are using or if one kind overrides the another kind if it can be used.

Ok so in one of the gaming im playing in a paladin used their detect evil (SP) on one of the NPC's. My question is would the NPC's notice? And what would be involved with using the ability? The use of this is a move action, and reading the spell-like abilities entry it sounds like you just activate it. I guess i just need some clarification on it.... But then with monsters and SP do they still provoke AOO when casting in melee? And could you use spell craft to identify the SP when it is used? Thanks


Hey looking in to the shatter spell and it states:

Shatter creates a loud, ringing noise that breaks brittle, non-magical objects; sunders a single solid, non-magical object; or damages a crystalline creature.

Used as an area attack, shatter destroys non-magical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid non-magical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

now im wondering about using the area affect on someone that is carrying potions. I know the spells says non-magical glass crystal .ect. but the liquid is what is magical not the container. I have not been able to find it on the web site so im asking hear if anyone has a good ruling.


OK i'm sure this has been stated somewhere on the boards but i am unable to find it. My question is when a good cleric uses his channel energy in battle with undead does it:

A: heal friends/ hurt undead, depending on how he uses it


B: heal friends and hurt undead, everytime

I have been reading over this and i cant really tell which one it is from the way it is writen. And option B would make fighting undead pretty easy because clerics would just channel energy every round. Anyways thanks guys.


I have a quick question about the favored enemy. if you have fav. enemy of evil outsider and you are fighting an outside that is LE alignment but it doesnt say "outsider (evil)" would you still get the bonus from favored enemy???

So I had this come up last game and I was wondering what the rules are for moving into a square that is occupied by an invisible creature that you do not see. I have looked around for some ruling on this but i guess I am looking in the wrong places. Any help would be great.


So looking for the next monster that will try adn eat my PC's i com across the Behir. This little guys sounds pretty nasty but looking at its specail abilities i am a little confused.

For a referance.

The part im confused about is the constrict and rake part. Once someone is grappled do you deal constriction damage along with rake damage or just one or the other and then with being grappled by the Behir will it be able to attack others with its bite thinking that the legs will maintain the grapple? Im sure there is a very simple answer to this but right now i am just kinda confused. Thanks Red.

So in the book it says that you memorize your words the same as any other kind of spell, but would that include the target word as well? so if you had the "spark" word, would you have to decide to have that as a "select" target word or "cone" as you prepared them? I am wondering if you can prepare the words a head of time and decide the target word as the situation arises?

Guy B and C fighting Guy A

So i was wondering if guy A, who just got disarmed by guy B, would be threating to guy C who is trying to cast a spell and right next to Guy A?

That being said Guy A dosent have improved unarmed strike feat.

I cant seem to find a good ruling.

So i have a PC making a Bard for this weeks game and he has taken the Unwilling Ally for one of his 0 lvl spells. Reading this spell it seems powerful for a 0 lvl spell. Here is the text for the spell.

You befuddle the target's mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies' ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell's effect.

So from what I can see its the same as the spell Daze which makes the target creature loss their next turn. but then unwilling ally gives flanking to the casters allies. that and it has no HD limit to it and the bard can keep using it round after round, unlike Daze. Im fairly sure im not reading this correctly so if someone could explain what this spell really does that would be great.

Ok so I have been reading over the wizards special abilities with each school. I have a few questions;

a wizard with the earth specialization
**Rules on acid cloud** Acid Cloud (Su): As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected.
-So a wizard (Ted) on round 1 (which he won) uses his ability to include a Orc in the area, does the orc(on his turn still in round 1) then have a chance to just step out of the cloud and not take any damage?

a wizard specialized in fire
**rules on Dancing Flames** Dancing Flame (Su): At 8th level, as a standard action, you can sculpt fire to suit your desires. With one use of this ability you can move any non magical fire up to 30 feet. Alternatively you can use this ability to alter any fire spell that you cast with a duration of instantaneous by removing any number of squares from its area of affect. If the fire spell has a duration, you can use this ability to reposition the spell, within its original range (treat this as if you had just cast the spell, even though the duration is unchanged). You cannot use this ability on a fire spell that you did not cast. If you move a non magical f lame, it must have a new source of fuel. If it does not, it is extinguished in one round.
-Scenario 1..So Ted is on a ship that is 30 feet wide and is completely on fire. With this ability would he be able to move all non magical fire 30 feet either port or starboard and completely extinguish the fire??

-Scenario 2... Ted and his party of 4 are completely surrounded by orcs, he launches a fireball at his feet. Can he just clear the 5 or however many squares he wants so all party members are safe and all effected area squares of orcs are turned into charcoal?



So I see that skeletons have dr 5/blunt, but against a wizard of spell caster do they get thier DR vs burning hands and magic missle, oh and an alchemist bomb?? Im just not totally clear on it. The book is straight forward with saying that it has DR to all but blunt weapons but a wizard would get chopped up pretty quickly at a lower level if thier spells have to penetrate dr. Am I reading this correctly?? Thanks.


So my party just got jumped by an ettercap and its little buddy spiders. We have a rogue, witch, paladin and a alchemist all at lvl 2. all but the alchemist have been poisoned, all the little poisoners have been killed and the duration of the poisons have run out, but how long will the characters have the ability damage, aka the rogue took 4 points of dex damage and now is not so agile. we are are the way to a dungonue and I an wondering if they will be weakened by the poison when we get there, which is not that far away. I have been reading the book and searching other threads but have not come up with a solid answer, thanks.

Red Leaf.

Hey all I hope someone out there can anwser my questions but for an alchemists bomb attack if you hit your target with a shock bomb do they also get a save for half damage and do they get a save for the secondary affects of the shock bomb(1d4 rds dazzled). I have been looking for a while and im just not seeing it. Any help would be great thats guys.