I've seen the difference between theoretical and real high level parties.
People get sloppy and over confident.
Hint: When they party is taking a small amount of energy damage each round that forces a moderate save or be screwed if they take any damage, blocking the damage is crucial. The attitude "oh, we'll just kill the monsters rather than waste time pulling up communal protection from x energy type, because the saves aren't that hard" will likely lead to TPK.
I played a Shaman for 14 levels, and while I reasonably frequently took Arcane Enlightenment as my Wandering Hex I'm pretty sure it wasn't my most common wandering Hex.
That's because it requires you take the Lore Spirit as your Wandering Spirit. When I chose a Wandering Spirit I chose it for the Spells, Special abilities and Hexes. Although about 1/2 the time I took Lore Spirit as my Wandering Spirit it was to get Legend Lore which was on the Spirit Magic List. :-)
Sure, if their was a Spell/s that I needed for an upcoming situation that I could only get from the Wizards spell list I'd take it (but often I would find the spell I wanted on the Spirits Magic spell list) but that wasn't a very common situation. It's not like Shamans are short on spells and depending on the situation there are many very useful Hexes and special abilities out there.
Other Wandering Spirits I used frequently were -
In a way the Lore Spirit as a wandering Spirit does eptomise the Shaman Class as a whole. Shamans are about verstility. Give them a nights warning and they can shape their abilities to what the party needs more than any one else IMHO. They aren't the best at anything but they can be good enough at everything and you can make pretty much any concept work ok (I was a Melee fighter with Flameblade and a 2 level Monk Dip).
Interesting FAQ since the original question conflates two different things.
The FAQ answer clearly specifies that you can tell, even with no Spellcraft, that a person is casting magic due to the manisfestations around the caster.
Regardless using Spellcraft to identify precisely what is been cast remains something that can be done with spells, and given Spell-like abilities existed when that rule was written the assumption should be that if they had meant it to be used to identify precisely what spell-like ability was been cast they would've said.
Components V, SYou use spellcraft to identify a spell been cast before the spell is completed by observing the spell been cast by the casting. This is why you have to see the caster doing it.
Charm Person has Verbal and Somatic components.
When been cast as a Spell-like ability their are no Verbal or Somatic components so you can't identify it as it's been cast.
The errata regarding magic creating glowy effets whatever means you know a spell was cast. It doesn't mean you can identify what the spell been cast is. TTBOMK they never said "these effects can tell you what the person is casting". Apples and Oranges.
Yes, some spells are obvious after they've been cast - Fireball been a pretty classic example, but that's not what the Spellcraft check is for.
Sure there are ways of telling what magic is after it is cast - I didn't comment on those.
I would note that there is no RAW for identifying a spell using Spellcraft after the spell is cast. At least not under the skill Spellcraft (there may be something elsewhere).
I'm not sure why you think my comment was "on the nose".
Spell Like and Supernatural abilities can't be identified by observation using Spellcraft.
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally.
Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.
Nothing to observe. Concentrating to cast Charm Monster looks the same as concentrating to cast Prot from Evil.
Castles are one of the prime examples of the problem the Mass Warfare rules have with fortifications.
I'm looking at trying Siege weapons roll damage once a day, but DV from fortifications no longer count as DV for the combat roll but instead become Damage Reduction after damage has been calculated, but can only be allied against 80% of the damage.
My understanding was that Catapults were used to form breachs, although not as effective as Cannon, and a damned site harder to move around, which was just as relevant.
Sappers would normally set fires to burn out the supports (or explosives once they were available) so that they hopefully wouldn't be in the tunnel when it collapsed. The real nightmare was it was mostly done in the dark - getting enough air to breath was hard enough without burning it, and the defenders would build counter tunnels. So you could be digging away when suddenly a bunch of enemy soldiers burst out of the wall and you are all chopping and stabbing at each other in total darkness (a candle or lantern would be one of the 1st casualties in such a fight). And also the counter-sappers would try and collapse your tunnel. The stuff of nightmares apparently.
The castles that were never taken by siege usually had some oddities that made them very hard to take, and generally not many people lived there. There was an English castle on a chunk of firm ground in a marsh, connected to firm land by a causeway. Couldn't be sapped, couldn't be attacked by ladders effectively except near the gate, Couldn't get siege engines near. Also hard to cut off from food ans they could slip out a postern gate into the marsh for a spot of hunting, or trade with villages on the other side of the marsh, because the locals sure as hell knew the safer paths through the marsh.
I played a Gripli Shaman Air Spirit with a 2 level dip into Monk.
I was also the spell tool box for the party. It was "give me a day and I'll dial up what you want" between Hexes, a few Cleric spells I had added to my list as favoured class bonus, and Arcane Enlightenment - as a Wandering Hex you rechoose your spells every time you take it, I could provide whatever they needed.
By the end of the campaign, thanks to taking a partial template and putting my dump stat into Str, I was down to 3 Str. :-)
We're looking at moving to Ultimate Battle by Legendary Games.
How does Rock throwing work with Two-Handed Thrower?
Two-Handed Thrower (Combat)
Prerequisite: Str 15.
Benefit: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.
Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a two-handed weapon is a full-round action.
Yep. Like I said it was our 1st time and so we weren't sure what to see.
Unfortunately because one of the players was going for something mildly medieval historical he decided Significant fortifications and a few archers and hold forever...
And we then discover yes, he would have held forever against an arny that should've taken it on a simple albeit bloody assault without the siege Engine, but with the siege Engine it became a "3 days and you're toast".
The Wyverns should have been able to clear the walls by flying up and attacking (100 Wyverns vs 200 lev 2 Warriors) but apparently they only ignore city Walls due to flight, not the Moats and Castle.
I did point out that Pathfinder really isn't medieval despite the trappings. All that magic creates weird effects. But I can understand some of his frustration.
OK, just had my 1st experience with the Mass Combat Rules.
The PC's had invested a significant amount into fortifying border city with 24 DV pts of Fortifications. They had army of 100 2nd Level Warriors and an army of 10 lev 1 Warriors all with bows defending (IIRC)
The bad guys turned up with 2000 lev 4 Warriors, 100 Trolls, 100 Wyvern and 10 Stone Giants with Fighter Levels and a Siege Engine. The Siege Engine destroys 1d4 pts of fortifications every Melee Phase.
I House ruled and said in a day you are limited to 4 phases of fighting (1 Tactical choice, 1 Ranged, 1-3 Ranged/Melee).
At the end of the day the defenders had had taken no losses but there Fortification had lost 9 DV point.
If the siege Engine wasn't there is nothing the attacking forces could do to the defenders.
Have we missed something or is this the way the Mass Combat rules are supposed to work - Fortifications of moderate extent make defending troops (no matter how few) largely invulnerable to attack... unless the attackers have a single Siege Engine or better and a unit to attach it to that is moderately tough (DV) in which case the Fortifications last for a few days.
Ryze Kuja wrote:
It's still not possible to "catch" a battering blast. It detonates if it touches you at all, including if you "catch" it. It's like saying that a cactus can "catch" a water balloon.
No, you are confusing it with Fireball which says -"A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely."
There is no such language for Battering Blast.
You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain a second ball of force.
A creature struck by any of these is subject to a bull rush attempt. The force has a Strength modifier equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest). The CMB for the force’s bull rush uses your caster level as its base attack bonus, adding the force’s Strength modifier and a +10 bonus for each additional blast directed against the same target. Each sphere of force makes its own separate bull rush attempt—if multiple spheres strike one target, you make multiple CMB checks but only take the highest result to determine success. If the bull rush succeeds, the force pushes the creature away from you in a straight line, and the creature must make a Reflex save or fall prone.
This spell pushes an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per level (maximum 250 pounds). This spell cannot move creatures or objects beyond your range. Used on a door or other obstacle, the spell attempts a Strength check to destroy it if the sheer damage inflicted by the spell doesn’t do the job.
Ummm, I put that up in my OP as why I didn't think it would work by RAW. :-)
Crap. I just reread my OP and realised I miswrote. I meant to say "Is a fist-sized ball = to Small, Medium, or Large rocks"
"I think the two relevant questions are
I think the answer is 1) Yes, 2) No, but want to check what others think."
I had a player do Eldritch Scion/Dragon Disciple.
The main problem was Eldritch Scion has so many bugs in it I had to do a chunk of "well they probably meant it to work like this" and "those are clearly typos that should probably be something like that" as well as working out how some of the abilities that are similar or same work. Do they stack to some degree or are they just wasted.
So yeah, in my experience it takes a bit of work between Player and GM to make this work.
Ryze Kuja wrote:
I'm not saying there aren't valid arguments against been able to use Catch Rocks (and other objects - it's not rocks only) and they've been raised, but the argument that it's not specifically mention in the ability or the spell isn't one of those valid objections IMO given the way the rules are written.
As for Catching/Deflecting stuff - the Rules Team have made clear that if you use deflecting type abilities (which included Deflect/snatch and return arrows) you are treated as not been hit and avoid any effects. This includes Touch Attacks (specifically mentioned by the rules people).
OK, been blinded generally makes you "unaware of the attack" from ranged attacks.
What about "Flat Footed" and "lose your Dex bonus".
The wording used in many places "must be aware of the attack and not flat-footed" suggests that been Flat Footed does not mean "unaware of the attack" but what about abilities that make the target "loses any Dexterity bonus to AC", such as Impromptu Sneak Attack from the Arcane Trickster and Presient Attack Magus Arcana.
Ryze Kuja wrote:
You cannot use Rock Catching to catch a Battering Blast. If it was meant to, it would say so in the spell description and/or the feat description.
Not really.Rock Catching predates Battering Blast.
But as someone has already mentioned the comparative ability Deflect Arrows specifically says you can deflect ranged attacks, not just arrows, but not Magic generated ranged attacks. Rock Catching does not have any such restrictions.
Spells don't generally try and cover every ability that could interact with them. If they did the spells would require several times as much space to write, and a lot more work.
The Giants concerned are a new superior race of Stone Giants. A Small Military Unit the opposition has and that the players would like to hire if they can pry them away from their existing contract - probably by killing the current employer. :-)So yes, regarding catching Magic Force objects can easily be attributed to special magic powers (which they already have in regard to throwing stuff).
As for Battering Blast -
Yes. I think a bullet would count as Fine IIRC, so under the idea I'm looking at that would be +15 to the DC - Reflex 30 DC to catch a single bullet per round, or 2 if you have the right magic glove doesn't seem to unbalanced.The Giants concerned are a house modified Stone Giant, but I think it probably balanced regardless.
Stephen Ede wrote:
Correction - Diminutive - wrong word, right calculation. :-)
I am the GM in this case, but I like to make sure I understand what the rules are before I decide how much I'm going to bend it.
Among other things that helps me decide how much CR increase I'm dealing with if any.
I was thinking I would make the DC to catch +5 for every size below Small, and probably another +5 for spells that are objects that can be caught.So a Tiny spike sphere of force would be DC 30 Reflex to catch.
"You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. "
Hurling something is throwing it.
I would note that you can block/catch fire arrows with your hands in game, so using that as an analogy to say you can't do it doesn't really support your argument. :-)
Rock Catching (Ex)
I think the two relevant questions are
I think the answer is 1) Yes, 2) No, but want to check what others think.
There was no adjacent space the Monster could be in - it was a crowded battle space and there was one clear 10 x 10 space surrounded by a mix of people and door ways that made the near unused space a lot of 5 x 5 and 5 x 10 areas.
Does the spell fail and both action and spell lost?
The caster realise the spell can't land and keeps the spell but loses the action?
The Caster gets to choose a different location to summon the creature?
Or something else?
Does a Ring of CounterSpells trigger on been targeted with a successfully cast spell, or on the spell affecting you?
i.e. If someone cast a Slow spell on you (and your Ring has Slow stored) do you
The basic Text talks about been cast upon the wearer, which could be interpreted as before or after the Save (English is such a wonderfully imprecise language (headbang))
The ring only affects spells that target you, not spells that include you in the area. One possible interpretation is that the ring would make you immune to that casting of the spell (and the rest of the area would be affected normally), but that would require additional explanatory language and create strange situations where you’d be immune to control water or guards and wards and able to wander freely through such effects. Instead, it is clearer to adjudicate if the ring only affects spells targeting you.
Last I saw Divine Power applied to Rays and the term "Weapons" was also defined to included Unarmed Strikes and Natural Attacks (Manufactured weapons is the term that excludes unarmed strikes and Natural attacks).
If you cast Thorn Body and then Divine Power does Thorn Body get bonus damage from the Divine Power?
It's an interesting question. Because Rings of Wizardry I and II are massively overpriced compared to Pearls of Power.
Combat Reflexes allows you to make AOOs before your 1st action in a combat.
Community stats aren't about avoid a bad stat, it's about not having some players with massively superior stats over others.And that's because yes, it generally does make the game less enjoyable for the player with poor stats. And the game is about having fun.
Darkness and Metal are the two 3rd party Spirits I know of.
Warped Savant wrote:
That's why I like the all Character set rolls get tossed into the centre and players can choose from them.No one gets to feel inferior/superior because they got a lucky roll.
Indeed if you roll well the other players congratulate because they will use that set of rolls. :P
While you make some good points I will point out no ruler worth his salt is going to give away his Kingdom with a Charm Person."I'm your bestest friendm please give me your Kingdom".
Nice ruler - "LOL. Good joke"
Nasty Ruler - "Guards kill him". Caster "But I'm your best friend". Ruler - "Yes, and that's why I'm not having you tortured before you're executed for trying to take my kingdom".
Slim Jim wrote:
Seriously! Whatever.Most groups I've been in if the GM acted like that the GM would be the person booted from the game.
That's the method I use and the other GM has moved to it as well.
It has two advantages I like.
You don't get cookie cutter characters because there are optimal point buys for various character types.
Fine. Strictly by RAW no combat Manuevers are Melee attacks.
Since they replace a melee attack by definition they aren't melee attacks.
So the question is, is this Invisibility or Greater Invisibilty?
Grapple isn't a "Melee Attack" but it gets the benefit of any modifiers to attacks that are applicable. If the Grappler is approaching from the appropriate position to gain flank then that would include Flank.
Now you can make an argument that RAW because it's not a "Melee attack" it doesn't get the Flank bonus. Just don't be surprised if when you make the argument as a player if your GM rejects it.
Part of the problem is that the rules use a specific term "melee attacks" which are a set of attacks.
This is particully a problem with anything that is basically cut/paste from 3.5. Such as the Flanking rules.
While some Combat maneuvers are treated as melee attacks they have to be able to replace Melee attacks to do so.
So no, a Grapple can't be parried/riposted.
But they do get any bonuses on attacks that you would normally get for a Melee attack because that is specifically stated as part of combat maneuver rules.