The rules for acrobatics cover uneven ground as well as narrow places.
Acrobatics specifically calls out that you are flat-footed if balancing.
I said less than 3 feet, not inches. 1-3 feet is DC 5. Severely Obstructed gives +5, which brings the DC to 10.Width is the area your passing though, not the size of the environment. Even "the width of the planet" is DC 0, a icy cavern floor 100' wide is DC 10.
Spells like forest friend removes underbrush penalties when moving through forests.
Yes, clear cutting with a machete can help create a path.
If you created the rug using the trap rules. 500gp*CL*SL
You could add the spell Improved trap to it and up the DC by +2. Which would be +150gp if you hire a hireling to cast it.
Heighten Spell would increase the DC also.
DC includes the Improved Trap Spell (but not the cost)
So there is no open area in the dense underbrush greater than 3' wide, with lots of branches, roots, etc.
Surface width 1-3'= DC 5
So they are manacles for your feet and give the entangled condition.
Concentration DC to cast while entangled is 15+SL.
The DC to cast in manacles should be atleast the same as for fetters.
So if balancing you're flat-footed unless you have uncanny dodge.Then what is the point of the rouge talent 'ledge walker'?
Would it just be for rogue archetypes who've switched out uncanny dodge?
Are you flat-footed when in difficult terrain?
Last game we had this discussion (PCs moving through thick underbrush, lots of roots they could trip over) and ruled that when moving you were flat-footed, but if you didn't take a move action you weren't. (Unless someone had uncanny dodge).
Want to see what other say.
If the spell requires an attack roll; its an attack.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
So you couldn't have affected more than one object on the orcs.
So if just letting your guard down provokes, shouldn't being held provoke?
The shard has the ioun stone in it so the curse is disabled.
So we finally started shattered star. And they have recovered the "Shard of Pride". And they don't want it.
What does a minor artifact go for?
Blood of the Mood, Page 27 --
A barbarian rages and then someone hits them with Frostbite (fatigue, no save), does their rage end because they are fatigued?
The reason I ask is because a barbarian's rage is in rounds and not a set duration (10 rounds) it is chosen round by round to keep going and "A barbarian cannot enter a new rage while fatigued or exhausted...". So if something caused him to become fatigued would he be able to continue his rage the following round? If not would he become exhausted? Frostbite says the spell cannot make them exhausted but can another source?
Per the rules you cannot make it permanent using the permanency spell.
Craft Trap Rules
The trap is set off by a 'visual' effect. You choose that effect to be 'light' and install a enchanted torch in the room.
The 'trap' automatically resets every round and is set off every round.
Permanent desecrate at 3rd level.
Found a couple online and modified one in case anyone else ever looks for one....
[u] NAME OF GROUP [/u] - ADVENTURING PARTY CONTRACT
B. The Contract
So when you cast 'See Invisibility' you see lots of weird stuff beside just people who are invisible. Xill going about their daily lives, ghost, night hag covens, cast off mortal dreams all roaming around...
Would permanent see invisibility just drive you mad?
Hunter's Animal Focus States: If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Planar Focus: When you use your animal focus class feature, you can choose any of the following new aspects unless they conflict with your alignment.
So with your dead animal companion you can use the Planar Focus powers at will?
Under skald it says..."A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances."
Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC.
Would a Bard 1/Skald 1 using Inspired Rage grant a +3 bonus to Str & Con and a +2 to will?
It depends on if the plants live until they naturally die or if they only persist for a limited time (minutes/hours)
You would need to make a custom Spell similar to other plant affecting spells plant growth (overgrowth)/entangle/etc.
If the plants only last hours then you could use something like entangle as the base of the spell.
If the plants lived until they would normally die I would add the caveat that the plants are young (not in full bloom) and are not useful as nutritional (fruit bearing).
Plant growth affects 31400 sq ft. So if you could affect 1 5'x5' square per round then it would take a 1 minute to fill the same area (30 base movement * 4 for running * 5*5 square = 30,000 sq ft affected). So I would make the duration 1 round/lv.
As a magical item it would be 5th lv * 3rd lv spell * 2000gp * 4 for duration = 120,000gp
As a 1st level spell that is just for flavor and doesn't really affect anything 1st lv * 1st lv spell *2000 * 2 for duration = 4000gp.
"Can" does not mean "have to".Opt to not bring it along when you teleport, thus it doesn't come with you.
You should also be able to teleport out of being poisoned, diseased, possessed, grappled, entangled, etc.
You opt to not take along the object/creature affecting you.
Spell allows you to move normally.
Entangled impedes movement.----
One makes it so you can move normally, other impedes movement. If my movement cannot be impeded, then entangle doesn't do anything.
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.
Though the listed Caster Level for a pearl of power is 17th, that caster level is not part of the Requirements listing for that item. Therefore, the only caster level requirement for a pearl of power is the character has to be able to cast spells of the desired level.
Caster level is not a requirement to make an item. It only lets you know what the items saves are if it is targeted.
First make a custom item that gives you +5 to spellcraft checks. (2500gp)
Hire a headmaster for 3 gp/day (ultimate campaign pg 89) and have him assist you in crafting; aid another for a +2 to spellcraft checks.
Buy/rent a magical repository (Ultimate campaign pg 99) for a +3 to spellcraft checks.
I would say two 50gp onyx gems (100gp total) and doesn't replace the normal cost (extra cost so it flies).
Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.
Had a player as me if spellcraft would let them know how many charges a wand had. I said yes the aura weakened incrementally as charges were used, so they could tell how many were left.
But I wanted to make sure that is correct and to see if anyone did it differently.
There was something about the adventurer's sash being intended to be able to pull an item as part of a move action (like it was a masterwork bandolier). It was intended to be considered "in easy reach" as per drawing a weapon.
Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access.
Since unopened makes for easier access, then retrieving would be part of a move action and not a move action in and of itself.
I've tried to think of different ways that this could work.
Glide might work.
The rider using a teleport item?
But custom items are always up to the DM. I'd make you research a 2nd version of the feather fall spell that could affect large creatures. Then make a magical item out of that (which would be 12,000gp for an Large Feather Fall Ring. 2*3*2000)