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Was I the only one who found it strange to see a fight between a Narn (G'kar, B5) and a Zabrak (Darth Maul, SW1)...?


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Ok, me and the players are getting into this last part! And they do know a bit about Karzoug and the first tactical question they came up with was “How could we prevent Time Stop?”. They know how powerful Karzoug is, what a “Rune mage” specializes in and that Time Stop (a simply must spell) is a Greedy (transmutation) spell…

SO, the biggest caster in the group is a very famous Varisian Bard and it was suggested to develop (with help of a large amount of Varisian people) a 6th level bard spell that would “Force the rhythm” and prevent the use of any speed and time flow changing magic. So no haste, expeditious retreat, slow or time stop…

I was thinking of a 100’ radius requiring rounds of performance to keep on up to a max of 1 round /level.

Any other suggestion?


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T'Ranchule wrote:
May I humble suggest the anime Record of Lodoss War? It is quite literately based on the events of a D&D campaign.

Agreed, if you want to see what can be done with that theme, Record of Lodoss War is the closest I've seen. And when I say close, it sticks to it.


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MMCJawa wrote:

Kind of occurs to me...

** spoiler omitted **

Same here, but I see it more cyber-kryptonian rather then specific cyber-...


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HA! Thank you, thank you very much! My favorite one is there!

Do we start betting on a mention of Oreos...?


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Damon Griffin wrote:

Registering my guess, with no supporting evidence, regarding Hank Henshaw:

Some people have speculated Henshaw may be the Martian Manhunter, on the strength of nothing more than a flash of red eyes and a comment that he "used to" have a family.

(...)

Personnaly, I go Martian Manhunter. I had no idea who was supposed to be Hank Henshaw. But when I saw the red eyes I later noted a greenish skin glow around it. Or I'm I the only one?

Hank Henshaw might have been replaced by J'on J'hons (?) in the 'deadly' mission and the DEO fits him well. So Hank Henshaw might not even be dead...


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Makarion wrote:
Chengar Qordath wrote:
I would say context matters when it comes to evil-aligned spells. Summoning a demon might be bad, but if you bind it and use it to rescue a dozen orphans, you've more than balanced the scales back towards good.
How can you know? For all most PCs would know, summoning a demon and allowing it to operate in the mortal world empowers some kind of Prince in Hell. The metaphysics are very unclear and usually unknown to characters. There is no way to tell what the "value" is of rescuing puppies or orphans, or the "cost" of summoning creatures, demonic or otherwise.

Personnaly I see it as the summoned demon paying for debts. Possibly slowly paying for 10 more lives saved (out of the 1000000 to be saved) to free his lord! Not to mention that those the demon saved are now known by him and he may see it as them owning him their lives ...


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I usually house-rule that the more boring 4 out of the big 6 (Cloak of Resistance, Ring of Protection, Amulet of Natural Armor, and Stat Boosters) can exceptionally be added to an item without the extra 50%.
I'd like to do the same for weapons and armors but it's not as easy to balance.


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A little something, the ring should also be "turned off" during the assasin's attack and that make him visible for at least another round (standard action to re-activate the item). Was the Stealth of +20ish still over what everybody else could roll in Percep?

Another basic question I have about the assassin: did the enemies have the Financial/Social power and connections to gain the service of a 15th level individual witch I assume are not available all over...


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Kildaere wrote:

Slime...I like that! I think I may implement that in next AP.

(...)

Cool. We took the idea from the story with a famous ranger guy with some halflings and his “ho-so-important” super-elfish-broken sword that finally got fixed thing … ;-)


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Kildaere wrote:
(...) but breaking a PCs hard earned equipment is dirty pool. We have a game “sunder truce” I don’t break (...)

I fully understand your situation but we came up with another way to "house-rule" threw it: We allow magic items to me repaired with Make Whole at a straight caster level requirement but with a material cost of 10% of the "crafting-cost" of the item or re-crafted (with the feat) at the same 10% cost.

So it goes both ways (PCs and Monsters) and it allows the "obvious ways" to use Sunder without losing big amounts of the earned treasure.


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CalebTGordan wrote:
The village elder who isn't a leader but is still very respected.

That's close to what I once used (12th level) as the elder and most experience Camel Keeper in a Desert of Desolation 3.5 game. Not the owner of a pack, not a chief at all, not so strong, not so smart, not so nice but somewhat wise and everybody knew that he was the one to ask about camels and most everything that's 'camel-ish': it's milk, gear, meat and the deserts.

He was around 80-something and the players enjoyed the characters' presence in the stories.


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Rerednaw wrote:

(...)

So yes, +1 vote for consistency. It's probably easier to keep it as 'unnoticed' as part of the Su exemption than to create an entire new subset of rules for detecting Su abilities.

I go with consistency but the other way around: if a PC (or an NPC or Monster) make the save, you feel "something's wrong" and I call for Perception and Knowledge Rolls (or I roll for the affected opponents).

Similar to hearing an arrow being shot but not spotting it (or it's source) automatically.


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Wrong John Silver wrote:
...there's not much in the way of Latino culture in RPGs. Aztecs and conquistadors, yes, but that's not the same thing.

Well, I mostly see Taldor as a southern/mediteranian Europe and Absalom as a Venue.

As for playing different types of human kinds we are having fun with Legacy of Fire and mostly Kelish and Garundi PCs who make fun of the "funny north folk" who wear to much and get from white to red because they just can't figure how the sun works. And we're a bunch of white frenchy Quebequers!


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Be careful with what your DM would define as « Science » in a fantasy setting. Most of what is called “Chemistry, Genetics and Physics” in the “real world” currently are just impossible to have existing as they do in any fantasy world.

Otherwise everything has to be “magic-not-covered-with-science”.

Modern science can’t work with many Ex ability (supposed not magical) just don’t fit the “laws of science”: Regeneration, Breath Weapons, the Heal Skill options, Giants, most Large or bigger flying creatures, special materials, most alchemical items, some feats, some talents, etc.
There are so many of these basic things that are just “impossible” for “real-science” your DM and you must define what covers what.

I recommend you use the existing knowledge, craft and profession skills but see them as they were seen in the Middle Ages and Renaissance: Alchemy was Chemistry (and some Genetics and Physics), Nature (called Natural Science) was Genetics (and some Chemistry), Engineering (Most called Architecture) was Applied Physics (and some Mechanics) and The Planes (probably the closest to Astronomy) was Theoretical Physics.

Of course I'm simplifying but I hope you catch my drift.


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My take on it:
Pay the price of making it with mithril and apply the Mithril benefits to the whole weapon (as you did) and describe it as Darkwood-Shafted and Mithril Bladed. And Bang! High-level material spear.


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Lynceus wrote:

(...)

One house rule I'm considering is to suspend spells that have duration remaining as a move action. You can only have one spell suspended in this way. While suspended, the spell has no effect, and it's duration does not run down.

As a move action, you can then cease to suspend the spell, causing it once again to take effect.

Unfortunately I can already see a few headaches, like a caster putting stinking cloud in a hallway, suspending it, and then luring monsters into the spell's area of effect and activating it once again...

That actually sounds like a nice +2 level Metamagic feat:

Suspend Spell; (using some of your wording)

As a move action you can suspend the spell if it has a duration remaining. As a move action, you can then cease to suspend the spell, causing it once again to take effect. This wouldn't cause an Attack of Opportunity. A suspended spell can be dispelled or countered.

This can only be applied to spells that affect allies or self. Durations should loose a minimum of a "duration unit" (1 round for rds/levels, 1 minute for 1 min./level, 10 min. for 10 min./level.) and a caster could suspend the spell 1+caster attribute bonus per day.

Many of those parameters come from SL and SA from caster classes.

Edit: Not sure as to the max. of suspended spells that should be allowed at the same time. Maybe each shot of "suspension" would be counted from the same "pause-pool" ...
The non-AoO option for spells makes it way too powerful.


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Majuba wrote:
Obsidian wrote:
trees have the plant subtype right?

No. The Plant subtype is for Plant creatures, which doors are not.

See command plants for an example of the difference.

So yes, a plant-bane axe in the hands of a lumberjack is a very expensive toy with no real effect (except +1). Not even good for those twigjacks! Works on Leshy's and Lawn-Maws.

What you want is an Adamantium Axe! You don't even need to have it enchanted. It will drain all your cash but you can bash threw anything even Golems (wood or otherwise) ;-)


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CWheezy wrote:

So against a wall of force it would have no effect?

No, it has "normal" effect i.e.: "... a wall of force has hardness 30 and a number of hit points equal to 20 per caster level".

So you can chip threw it with attacks dealing more than 30 of damage each, dividing that reduced (-30) damage by 2 and taking it away from the total.

No instant busts but power attack & cie can help.

Edit: Sorry, you don't divide by 2 it's not energy damage.


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Malag wrote:

(...)

And to be even more sharper, bunch of players wish to disguise their casting, yet none of them wishes to invest something into it? (...)

I'd spin the situation around to the other PCs surrounding the caster. I'd call for either Bluff, Intimidation or Perform rolls.

The are trying to distract and cover the sound and movements of the caster so ...


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Lifat wrote:
(...) but it is not a big stretch to say that acid would affect metal.

It's not a big stretch but a slippery slop! If you allow acid threw metal Hardness it mean you have a cantrip (acid splash) that can be cast an unlimited amount of time to drill threw any reinforcements, weapons or armors ...


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Most are minor but others ...

I dismiss the Power Attack and Combat Expertise req. to get Improved "Maneuver" Feats (but I still require the score of 13 and the feats req. are full for the Greater ones)

Rapid reload can be applied to any chosen "reload-required weapon"

Martial Weapon Prof Feat: Get the prof in all martial weapons in the chosen Weapon group

Two Weapon Fighting req. is dex 13 and the base attack bonus defines a progression: +6 BAB gives the Improve version and +11 BAB gives the Greater version and I don't require more Dex.

Combo Weapons: can be used as one or the other (different prof. may still be req.) ex.: Pick and Axe combo.

Martial weapons can be used as a bigger simple weapons with all the "worst" stats, ex.: Longsword: dam d8-S-x2crit, full weight, and becomes a 2hd but no att. penalty.

I allow a Bonus Spell (ex Sorcerers) to be taken early and then traded for a "any spell" at the level that gives the Bonus. Same for Feats.

Fighters can trade 1 bonus feat, heavy armor prof and tower shield prof to get 4 skill pts/lev.

Armor that would give a "negative Check Penalty" ex.: MW leather or MithrAl Vest can be worn under one's clothes ...


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Orthos wrote:
Quote:
Hell, Use Magical Device+skill focus and scrolls can cover more (That's mostly for the Rogue)
Not necessarily, now with PF's revamped skill system any character can put ranks into this, they just lose the +3 Class Skill bonus unless they have a trait that gives them UMD as a class skill. (Which there is one - Dangerously Curious.)

Fully aggeed, I should have used "Better for Rogues". I had the trait in mind but we are talking of NPCs, Traits aren't as optimised, etc.

But BBEG (or his face-guy)often have a good Cha. bonus. with that, Skill Focus and Magical Aptitude (+4 if you have 10rks+) you'll have a opponent that can deal with magic in so many, many ways.


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Make the opponents as smart as they should be!

Make them try take down the casters fists one way or any other. They should know about the basics of magic as they know that swords cut, shiels block and bows stab from far. Take away the components, shut him up or at least make him deaf, nets, alchemicals (or javelins of lightning)can do so mutch when delaying the throwing on the casting!

The bad guy should know that Oils of Dispel Magic, Non-detection and Levitate can cover alot of if's... Hell, Use Magical Device+skill focus and scrolls can cover more (That's mostly for the Rogue)

Powerful opponents should have large quantities of various minions (even relatively low CR ones)and they should know that keeping the pressure on can break the recovery of their ennemies magic powers.

I Long got the feeling that it's assumed that the BBG doesn't know about magic and I only mean the basics but in the D&D/PF settings that only makes sense low level.


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CWalk89 wrote:

(...)

Use a scroll
If the correct class ...
  • Use Read Magic
  • Spellcraft DC 20

If another class ...
  • Spellcraft DC 20

Use a wand
If the correct class ...

  • Use the wand

If another class ...
  • Spellcraft DC 20

(...)

I'd add the item's spell level to the "another class ..." DC.


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el cuervo wrote:

(...)

I also allow PCs to move at 1/4 speed and be in constant search mode (I make hidden rolls for each new room or area with something to find in it), but they can't take 10/take 20 and they receive a -2 initiative penalty if combat begins while they are preoccupied searching for traps or other hazards.

I (as a DM) keep the T10 results and what I call "Take 1" results of each characters behind my screen.

By default I apply the T10 to situation where there are no significant distractions (walking down the corridors of a dungeon) and I apply the T1 in other situations.

I call for rolls in active situations (fights, pursuits, social events, etc.) and when Players ask if they can notice something or search.

Surprisingly the Take 1 scores makes it easy (DM side) to reveals a lot of the basics facts and including Knowledge (x) with Take 1 scores it’s worth checking what the group should basicaly figure.


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MrSin wrote:

(...)

So the result is that a cup just magically falls out of a bandits pouch, denying the bandit his right to goods and paying the farmer 10 times his cows worth? That doesn't sound lawful to me.

Interesting question, let’s see … :-)

(the INEVITABLE ARBITER puts it’s glasses on and takes out his lawful-legal cost/value reference tome)…

A cow, registered as cattle, is referred to with a price of 50gp(Ultimate Equipment)

A gold cup, (not a chalice or wine glass) considered a Grade 1 art object, valued at 50gp (Ultimate Equipment)

So, one could consider the “forced” fair-value exchange, overrunning the chaotic action of stealing as a manifestation of Lawful karma.


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Adamantine Dragon wrote:

There are so many ways to analyze and resolve the attempts to use cantrips in "creative" ways. Especially for those who want to walk the line between "real world physics" and "magic".

(...)good-stuff(...)
Now, having said that, I like creativity and tend to reward players who come up with clever ways to utilize their resources. But I also run my own world and in my world the world does follow real world physics when I can, just for consistency's sake. So in my game if someone ever tried to acid splash a lock, I'd probably tell them that it's very, VERY slow going, and the rest of the party might want to go out for dinner and a show while the cantrip is being cast until the caster is hoarse. Unless they figure out how to accelerate the process. One of the drawbacks of being a physicist is that if someone wants to play the "physics" card, I can pull out the whole deck.

That's my spin on things too. I also have a good deck with mechanical engineering vs the "If I can do X I must be able to do Y" argument cards. A cantrip is a cantrip: cool tool but not a joker card...


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The Morphling wrote:
(...) I'm not so sure the other idea of "lawful spells make clocks better" deal, (...)

Yhea, I was looking for a intersting specific manifestation of "Lawfullness" but the "somewhere else a child fell out of a tree and broke an arm" is a hard one to match as an incarnation of Evil magic.

I guess a farmer finding a dirty yet gold made cup dropped behind by the bandit who stole his cow would be more Lawful-tasty...


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Mike Franke wrote:
Yea acid vs metal and fire vs wood are pretty much the reason for the certain objects exception.

These are classic conclusions but I have to mention that using a spark on a fresh log outside or acid on the usually (and historicaly) corrosion-resistant metal locks (rust and locks really can't play well ...) won't always mean WIN!

I simply don't think that acid vs metal and fire vs wood should be assumed as "by default" situations.


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Vod Canockers wrote:
James Jacobs wrote:
Vod Canockers wrote:
So can a Catfolk be a Werewolf?

Catfolk are humanoids, and therefore can be lycanthropes...

...but that's, storywise, a poor idea, since they're already animalistic looking. Lycanthropes are MUCH more interesting when they're humans or other close-to-human characters.

How about Werehuman?

I did mean that humorously, the cat that turns into a dog...

I like the "werehuman" idea. It would make a intersting story where a fey curse turn animals to people. I think there was also a D&D edition that considered that both animals turning to humans and humans turning to animal were included in the lycanthopes.

I must mention that dogs seem to have been completly left behind in the folk-part. It must be a come-back feeling to me from RIFT but the absence of a form of Dog-Folk left a bit of bitterness to me...
But I did patch-up the stats of 1/2-orcs varients and changed the fluff to include it in my settings.
I still have to ask: why no dog-folk?


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ryric wrote:
(...) Morphling, in my home games all alignment spells help the forces of that alignment in some way...for example, infernal healing steals the health of others in subtle ways. So your friend is healed, but somewhere else a child fell out of a tree and broke an arm. Each casting makes the world a slightly worse place overall.

Oh I like that fluff! I'll use it it as a general presentation-style for "aligned" spells. Ex.: Lawful spells can make a clock more reliable or a judge more "enlighthened"...

Edit: the affected situations are not chosen or even known by the caster unless it's cool/usefull in the story.


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Interesting to mention. The rules seem silent about an attempt to sunder a weilded weapon with a ranged attack.

It is specified that only Blunt or Slashing damage would work and that only 1/2 the damage is applied before Hardness but I couldn't find a mention of the AC of a weilder or CMD.

Anybody got something?


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I just remembered one that was used against our party way back when (AD&D) but still would work: Warp Wood!


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Krodjin wrote:

Aside from the aforementioned spells, why don't you create an NPC that likes to sunder?

(...)

You don't even need an NPC, I personnaly use Sunder (the bow or the quiver), Disarm (the bow) or Steal (the quiver).

The improved feats help but the a creature with reach dont even have to wory of getting kicked or armor-spiked AoO (and Ogres and Trolls, IMHO just like to smash stuff).

Grab and Grapple are also good ones. The dire Toads encounter was fun!


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MMCJawa wrote:

Taldor is Byzantium politically, but borrows heavily from Victorian England and Medieval Spain culturally

Cheliax appears to me to be a mix of Italy and France, but also perhaps with some spanish influences

I would actually go more on a Renaissance era reference. The big look-exception is the remaining "value" of heavy armor. Strangely, magic can (to me) fit the period if it's considered as high values not to be left alone ...

I see Taldor as an ex-full-europe empire in the Medival era that cracked to the many begining Renaissance contry. Kind of like the extreme Roman empire cacking to European contries but with Classic to Medival eras replaced by a Medival to Renaissance spin.


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Sadurian wrote:

You swap out a longsword for a inferior main weapon? Not really my cup of tea. To say nothing of you then having the shield as a primary weapon rather than as a shield. It also stinks of cheese.

I think I'll wait for Shield Master.

Long to Short sword isn't that much a difference. And Shields can be spiked.


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Crash_00 wrote:

(...)

Core Rulebook, pg. 554
Quote:
Strength: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat
Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.
(...)
Strength bonuses (positive modifiers) that are temporary only apply to strength skill checks, melee attack rolls, weapon damage rolls, CMB, and CMD. This bonus (positive modifier) is due to an increase to your strength. (...)

I have to point out that there is no "only" word in the RAW.

Edit: It doesn't mean you must exclude simple strength checks.


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Lost In Limbo wrote:
(...) Now maybe if you applied the same effect to an arrow (or Blunt Arrow) that could be useful. (...)

Or just a club (simple and can be thrown). I would fit the bone breaking thing.


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Eridan wrote:
You completely ignore the higher weapon damage dices and the higher natural reach.

And the minor uses of:

(...) Carrying Capacity are for Medium bipedal creatures. A larger bipedal creature can carry more weight depending on its size category, as follows: Large ×2,(...)

Also:
(...)
Breaking Items
(...) Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows:(...) Large +4,(...)

And basic 10x10 blockzone with the reach that piles with Lunge (feat) and reach weapons.

Of course all of this is for a medium character.

All the rest is a interpretation that as a half-time/interpretation +1 for THW. An uneven str. dam. mod. might get a cool (+2) or OK (+1) bonus but an even bonus will only get +1 anyways.


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Basicaly do White Dragons using Snow Vision(Ex), have penalties to perceptions (checks and attacks) inside a Freezing Fog(SP) area?

The Blizzard(Su)ability (...) creates heavy snow conditions (...), so Snow Vision(Ex) sees threw it fully (no concealement for others).

But Freezing Fog (sp): (...) It is similar to an acid fog spell (...), acid fog (...)creates a billowing mass of misty vapors like the solid fog spell (...) spell functions like fog cloud (...) The fog obscures all sight, including darkvision, beyond 5 feet.(...)

They do have Blind Sense(Ex) and Scent(Ex) that basicaly allow to pin-point occupied squares but don't go threw concealement (or total conc.).

I feel Snow Vision(Ex) should see threw Freezing Fog (sp) but would it be too strong and against rules?


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Ventnor wrote:

It makes more sense for me for arcane spells to be ID'd with Know (Arcana), Clerical Spells with Know (Religion), and Druidic Spells with Know (Nature).

Having a big skill for knowing about all spells makes about as much sense as a big skill for knowing about all science.

That's basicaly my house rules (I scratch out spellcraft) and ask for Know (Arcana) for arcane magic and Know (Religion) for divine magic (including druidic).

I do allow a -5 roll for one Know. applied to the other magic since I consider some mystick elements could still give clues and Detect Magic and Magic Items still come into play.


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Xaratherus wrote:

(...) In all of those cases, the 'effect' is forcing a concentration check because the 'effect' is occurring while you're attempting to cast.

Flare has an ongoing effect (dazzled) but that effect is not called out as one of the ongoing effects that force a concentration check (nor does the condition itself mention that it forces a check).

I fully agree that only some conditions specify the need of a concentration (that's what got me checking). But it's the part:

(...)
(...) while attempting to cast (...) If the spell interferes with you or distracts you in some other way the DC (concentration) is the spell's saving throw DC + the level of the spell you're casting.
(...)

That basicaly brought me to the question: If the caster "endures while casting" a Condition caused by a spell, does that mean he has to roll a concentration?

To me, it make's sense that you have those bumps in the road (not usualy high DCs as mentionned by M(!)EV). I'd probably include the non-spell ones (not sure of the DCs) but that not in the rules.


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Zhayne wrote:

'While casting your own' clearly indicates that you must attempt the distraction during the action in which the opponent is casting his spell, aka using a readied action to act on his turn, when he declares he's casting.

(...)

I hate to go into RAW vs RAI argument but other situations use 'While casting your own' in other desciption that don't involve specifically timed conditions:

Grappled or pinned while casting: 10 + grappler's CMB + spell level
Vigorous motion while casting: 10 + spell level
Wind with rain or sleet while casting: 5 + spell level
Entangled while casting: 15 + spell level

The last one is a good exemple: you don't have to ready the throwing of a Tanglefoot bag (and hitting) to have the caster roll a concentration to cast on his turn.


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Cheapy wrote:

I am fairly certain the intent is that it's local to the interrupting action.

Having a disease, while distracting, isn't going to force a caster level check for every spell you cast.

It's clear that there are only the combat/damage, "while riding" or "under the weather" (maybe including diseases ;-)) situations that involve non-spell situations.

But it's the continuing spell-caused non-damage conditions that seem like an interesting unexpected option.

I like to consider and include various options for the PCs/NPCs situations.

Honelsty, I was looking for some house-ruling base for casting while affected by a condition that affects all combat or skill situations but usually don't affect casting. So I want to figure out all that exists requiring concentration checks.


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Xaratherus wrote:

My understanding has always been that in order for the other caster's spell to "interfere with you or distract you in some other way", it had to occur while you were actually casting. In other words, I've always believed it was the mechanics for interrupting another spell caster with a readied action (or immediate action) spell cast.

(...)

I understand what you mean but they seem to associate the "interfere with you or distract you" with the "If you are affected by a spell while attempting to cast a spell of your own" that is specified seperatly from basic damaging attacks.

But I'll admit that Flare has an Instanteneous Duration so it's not a clear spell-effect.

But what about Bane and/or Doom with minute/level durations? You are clearly "affected by a spell while attempting to cast a spell of your own" ...


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Xaratherus wrote:

(...)

*The one caveat to this is if the spell causes ongoing damage, but in that case the concentration check is not for the spell but because the caster is taking damage while he attempts to cast.

The full text that brought it up is the following:

Spell: If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.

If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score).

The "interferes with you or distracts you in some other way," is the non-damaging conditions part I'm intrigued with.


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In the concentraion rules:

(...)If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting.(...)

So if a caster misses the For save (not the best for a wiz) he has to make a Concentration Checks (DC about 13+tried spell level for a 16 casting score) for every spells in the next minute, unless the Flare is dispeled?

Other spells causing any condition would also have such an effect then, or I'm I missing something?


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Kris Vanhoyland wrote:
Have a look at the bard detective archetype.

Or the Rogue invetigator archetype.


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DrDeth wrote:

(...)

Well, I'd limit it to:
Core Rulebook
Advanced Players Guide
to start. Then add more.

For a new DM I'd recommand that to.

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