Pilts Swastel

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So, with this system does it mean you can cast 3 spells every 2 turns (provided you do nothing else)?

On page 102...

Quote:

Advanced actions are more complicated; you must

commit 2 or more acts to perform them. Some advanced
actions require more acts than you can possibly commit
during a single turn. In this case, you must continue
committing acts toward that advanced action over
multiple turns until the advanced action is complete.

On page 105 under Advanced Actions...

Quote:

Cast a Standard-Action Spell (Complex; 2 Acts): You

cast a spell with a casting time of 1 standard action. This
isn’t an attack action, even if the spell requires a ranged
attack roll. If you provoke attacks of opportunity when
casting the spell, you don’t provoke attacks a second time
when making the ranged attack roll

So does this mean you can spend 2/3 of your actions to cast the first spell, then start casting the second with 1/3...then complete it on the 1/3 of your next turn and then do another spell with the last 2/3?

I know Swift Spells are limited to once per turn but are standard actions limited in any such way?


I first came across this while viewing a flow-chart under the grapple rules at www.d20pfsrd.com. I know that its not an official site but it gave me pause.

To quote the pathfinder Tie-Up rules:

Quote:
Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

So is it possible it reads like this:

Quote:
Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin.

Sentence stops. Start of new thought:

Quote:
If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

Since it says grappling and grappling is independent of pin: basically if you pin someone you can tie them up with no check. And if you are just grappling you can attempt to tie-up without pinning first but you must make a -10 CMB check.

Which way is right? I have played that you must first pin, then make a -10 check. However, when I stop to read it I can see how it could be read the other way.