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Persistent Dazing FlameBlade is just as bad.

Basically Persistent Dazing Metamagic is broken in boss fights (hell, it's broken in most fights) unless the oppoent has good Spell Resistance.


I've seen the difference between theoretical and real high level parties.
The closest I've come to TPKing high level parties is when I crafted combats to be hard but defeatable given their standard gear up/prep, only to have them get sloppy/experimental and make bad assumptions.
I ended up scrambling to avoid TPKing the party.

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.
So by definition is wasn't over powered.

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 -
Fire - For Flame Curse, and Fireball spell (sure Fireball is not that powerful but it is fun and great for scaring off mooks)
Life - for Restoration/Lesser Restoration and the Enhanced Cures Hex was a nice bonus.
Mammoth - Stoneskin as a 4th lev spell (we were playing a house rule that limited spells to 4th level) and the Mammoth Hide Hex was nice.
Slums - probably my most common wandering Spirit for the Doors to Everywhere (Ex). That was incredibly useful. Add in Charm Person, Hold Person, Confusion and the Accident Hex and yeah. Was almost my default Wandering Spirit.
Stone - Crystal Sight. Man, the ability to see through Stone walls probably came closer to breaking some adventures more than anything else. It even let me see in to a room with leadlined stone wall. Specifically set up to stop magic scanning of the room.
Tribe - This didn't exist when I started playing my Shaman or it would've seen use for the Curse of Faltering Hex.
Waves - This was also a very popular Spirit for the Water Sight Hex. Thick Mists hiding our enemies suddenly became no problem. And the Spirit Spell list was great for water encounters.

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).


Tilnar wrote:

However -- You can't make a full attack in a surprise round, since a full attack is a full-round action, and you can only do a move or standard (or charge) in a surprise round.

Just pointing out there are feats that allow you to make a full round action during a surprise round.


Interesting FAQ since the original question conflates two different things.
Identifying whether a spell is getting cast and identifying what spell is getting cast.

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.
It is much vaguer and unclear regarding as to how Spellcraft identifies that precise spell been cast. Indeed the line "perhaps even to the aesthetics of an individual spellcaster, to decide the exact details." pretty much says you can't use the manisfestations to workout the precise nature of the spell. If every caster decides the manisfestations for each spell they cast it wouldn't be possible for a person who had never worked with caster to make a Spellcraft ck to determine anything from the manisfestations.

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.


Serum wrote:
Stephen Ede wrote:

Spell Like and Supernatural abilities can't be identified by observation using Spellcraft.

Because they aren't spells, even if the end effect looks the same as a spell.

Quote:
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally.
Quote:
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.
This post is kind of on the nose, given the currently active thread discussing this very topic. Your statement implies that Spellcraft can't identify spells that don't have visible effects, as spell components aren't the spell you have to be able to see as it is being cast. It would be impossible to identify, as you say, charm person or protection from evil, regardless if it was a spell or spell-Like ability.

Components V, S

You 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.
Telling what a spell is by studying afterwards has nothing to do with using Spellcraft

Quote:

Identify Spell Being Cast

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.

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.
Because they aren't spells, even if the end effect looks the same as a spell.

Quote:
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally.
Quote:
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.
Your city has a castle in the centre of it, not even attached to the out walls, but all the defending troops get the considerable defensive modifiers of the walls, even though the Castle is going to have minimal effect unless the walls have actually been breached. It's only when you stack all the Fortifications modifiers together that a boy and his dog with a large pile of stones becomes undefeatable without siege weapons. :-(

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.
1-5 pts of damage - 1 point goes to defending army, the rest is stopped by Fortifications DV (upto the the DV of the Fortifications).
5-10 - 2 pts goes through
etc.


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.
We were playing with a house rule no spells above lev 4 (but you still had the spell levels).
I had lots of fun as a Melee Flame Blade Fighter with the best AC in the party due to Monk Wisdom and Air Spirit Air Barrier AC and high Dex.

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.
The main problem for the Party was my attitude "I'm a fighter, don't look to me for in battle magical support". :D

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. :-)
He normally only wore a breechclout to avoid encumberance.


We're looking at moving to Ultimate Battle by Legendary Games.
Basically it's set to work with Mass Battles but improving and modifying them.
The more I look at it the more it looks to me that over half the problem is the way that fortifications are handled as a blunt bonus to the DV of all units in the area.
And since DV determines whether you take any damage, a unit in a city with Walls, Moats, a Castle and couple of other defensive buildings gets a DV so high they are almost immune to damage. Even if they are fighting well away from the castle.


How does Rock throwing work with Two-Handed Thrower?
Since Rock Throwing already gives you 1 - 1/2 Str damage does it have no effect, or does the rock now do 2xStr?

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.
The attackers had taken minor damage.
-----------------
My problem.
It's clear that we have a binary situation.
With the one Siege Engine unit the fortifications will be pretty much destroyed in a 2 days of combat (average 7 pts a day) and the defending force defeated.

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.
Indeed all the language indicates that the Battering Blast does not explode but stays intact Bullrushing targets after doing damage, including attempting a strength check to knock down a door target after doing damage to the Door.

-----------------------------

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.


Meirril wrote:
Stephen Ede 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.

Actually nobody has brought up the best argument for why you can't do it. Rock Catching works vs Small/Medium/Large projectiles. A battering blast and just about every thrown projectile an adventurer would use is too small for Rock Catching to work.

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"
With the answer been "no".
Doh. Sorry. :-(

"I think the two relevant questions are
1) Does a sphere of spikes = rocks (or projectiles of similar shape)
2) Is a fist-sized ball smaller than Small, Medium, or Large rocks

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:
Stephen Ede wrote:
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.

Using Rock Catching to catch a Battering Blast is a non-sequitur. Rock Catching is from the Universal Monster Rules, so if you're going to suggest that Stone Giants and Hill Giants are proficient at catching Magic Force Balls because they're also proficient at catching rocks, then I dunno what to say other than that I seriously disagree.

Battering Blasts are ranged touch attacks, so as soon as it touches you, you get damaged. The only way to avoid this is to successfully dodge out of the way. It's actually impossible to "catch" them.

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).
Therefore it's perfectly reasonable to say that if something allows you to deflect/catch a ranged Touch Attack you do indeed avoid the consequences. It does not detonate regardless.


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.


Claxon wrote:


At the end of the day the goal is for everyone to have fun. If your players will have more fun one way then you might run it that way. Or you might want it to be more challenging, so maybe you give an enemy a special version of rock catching that you say can do this.

As far as how much this affects CR rating....unless you players just love throwing this specific spell against the enemy to the exclusion of everything else I would say that allowing it to work is probably not worth increasing the effective CR at all.

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 -
One PC with Spell Perfection uses Battering Blasts with a combination of Intensified, Empowered and Quickened - 3 Balls each time he casts it.
So yes, he thrashes the hell out of the spell (which is the best arcane direct damage spell IMHO) and at best it only stops one ball, or two if they have the Gauntlet/Glove that gives you Rock Catching if you don't have the ability.
He loves using it with Create Pit behind target followed by quickened Battering Blast and into the Pit the target goes. :-(


Serum wrote:

I think Rock Catching relies on the fact that rocks are bulky, and wasn't intended on being useful for objects smaller than Small. If you've already decided that it can be used to catch Diminutive objects, can it be used on Fine spheres like bullets? This is my larger issue with your question.

As a GM, I'm fine with the ability working on spells using rock-shaped projectiles, and this spell in particular given that you've already extended Rock Catching's usefulness past Small.

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:
Claxon wrote:

For whatever my opinion is worth, I don't think that Rock Catching ability would work on it.

Stephen I recommend asking your GM to make a ruling, or if you're the GM to make a ruling based on your gut.

My gut said "nah", yours might say something else.

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.

Correction - Diminutive - wrong word, right calculation. :-)


Claxon wrote:

For whatever my opinion is worth, I don't think that Rock Catching ability would work on it.

Stephen I recommend asking your GM to make a ruling, or if you're the GM to make a ruling based on your gut.

My gut said "nah", yours might say something else.

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.


Meirril wrote:

1) Yes, if there was an actual spiked ball being throw it could be caught.

3) And no, battering blast creates a force effect, not something subject to Rock Catching. You need a feat that actually lets you counter spells like Cut From the Air to block a battering blast. Though you could use Rock Catching to block a projectile from Telekinesis since that is literally throwing a real object.

Trying to catch the force effect is like trying to block fire arrows with your hands. You're basically volunteering to be hit.

"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.
So yes, something, a ball of force, is been thrown at the target by the caster.

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)
The creature (which must be of at least Large size) can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The creature must be aware of the attack in order to make a rock catching attempt.

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.

I think the two relevant questions are
1) Does a sphere of spikes = rocks (or projectiles of similar shape)
2) Is a fist-sized ball smaller than Small, Medium, or Large rocks

I think the answer is 1) Yes, 2) No, but want to check what others think.

Thanks


Outside of professions I agree the heal check.
At a pinch you could use the Survival skill I guess but it would be 1/2 ranks and a -5 probably.


Situation -
A enemy fighter with invisibility on them had moved up to some of the party.
The party Druid summoned a large dinosaur to act as a shield for those PCs without realising that the invisible fighter was in that space.

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.

What happens?

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?

Thanks


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
1) Make a Save and if successful the nothing happens, but if fails the Ring then Dispells the Slow.
or
2) The Ring Dispells the Slow and no Save is made?

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 FAQ talks about Targeting, but only in reference to non-targeted spells not triggering the Ring at all. Which doesn't really tell you when the Ring triggers.

Thanks

Text
Upon first examination, this ring seems to be a ring of spell storing. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed into it again.

FAQ
Does a ring of counterspells counter area of effect spells such as fireball?

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.


Cevah wrote:

Thorn body does not create any weapons. It applies a damage rider to contact with your body, and a damage rider bonus to natural attacks and unarmed strikes.

The real question is: does Divine Power apply to natural attacks and unarmed strikes?

These are not weapons so no bonus damage.

/cevah

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?
I think it comes down to does the spikes from the Thorn Body count as weapons.

http://www.d20pfsrd.com/magic/all-spells/d/divine-power

https://www.d20pfsrd.com/magic/all-spells/t/thorn-body/


It's an interesting question. Because Rings of Wizardry I and II are massively overpriced compared to Pearls of Power.
It's not until Ring of Wizardry III they are decent and 4+ they are superior. And even then the maths depends on what level you are (i.e. if you are only high enough to get 1 or 2 spell slots from your class they aren't worth it)


Combat Reflexes allows you to make AOOs before your 1st action in a combat.
But where do they come from.
You have a number of AOOs/turn = 1 + Dex bonus.
Does this mean that any AOOs you make before your 1st action count towards your limit until your 2nd action, or do you start with that amount of AOOs and they refresh at the stat of your 1st action?

i.e.
I have 5 AOOs.
Before my 1st action I use 3.
Do I then refresh back to 5 AOOs or do I only have 2 more AOOs before my 2nd turn?

Thanks


Have to agree with the previous two posts.

Horse Master is not a Mounted Combat feat.
It's a Buff your Animal Companion/Special Mount feat.


VoodistMonk wrote:

It's adorable how many variant methods of rolling dice people use just to totally eliminate any chance of rolling low. Roll extra dice and drop the lowest. Reroll 1's. Community pots. Bunch of sissies.

If you are addicted to rolling dice, buy the ticket, take the ride, 3D6, in a row.

If you're too afraid to actually take a gamble by rolling dice, then use the point buy system.

So many different ways to cheat probability have been brought up by a lot of people who sound like they want to roll dice but actually don't want to gamble with random probability. Pathetic.

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.

http://www.d20pfsrd.com/classes/hybrid-classes/shaman/3rd-party-shaman-spir its/ascension-games-llc-shaman-spirits/metal/

http://www.d20pfsrd.com/classes/hybrid-classes/shaman/3rd-party-shaman-spir its/ascension-games-llc-shaman-spirits/darkness/


Grippli.
Those small frogs have a nice variation is racial abilities that can be traded in/out and the combination of Wis/Dev bonuses make for Finesse Monk builds.
I've had lots of fun with a Shaman with Monk dip melee build.


I thought Swarms can't occupy the same space.


The other problem I have with Point Buy, aside from Class "X" always having the same stats game after game, is that SAD Characters do a lot better out of it than MAD characters.


Warped Savant wrote:

As a GM I use 20 point buy, as a player I love 15 point buy.

Last time I rolled was before I started GMing and the point buy value spread was somewhere between 32 - 47 in a 5 player group. It made monsters so non-consequential or impossible to hit it was ridiculous. Personally, I don't like the randomness of rolling as there's always someone that feels inferior to the others (even if they're not necessarily the lowest stat-wise).

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


Anguish:
All I can say is you are WAY WAY more trusting of your friends (and have more confidence in their abilities) than I do.


Anguish wrote:


Example; if clandestine spellcasting were easily done, how does any world ruler survive? They're always one charm person from giving away the keys to the kingdom. There's a spell that prevents a creature from knowing its allies are allies. Start with that one and even if the leader has minions to warn him he's being messed with, he won't trust them anymore.

What we do at our tables as a sort of compromise is that social spellcasting isn't hidden, but there's only consequence if you do something bad. So using prestidigitation to chill your drink won't be a problem. Casting anything while in audience with a leader without explaining what you're going to cast and why, and getting permission first is an expressway to the dungeon.

Hope some of this helps.

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:

20pt-buy.

-- If you're a GM, and your player(s) insists on die-rolling, tell them straight up that if they roll low, they're stuck with that character with his stats in the order they were rolled ("What's the point of random if it's not random?"), and if it dies, they're out of your campaign for one year minimum from the date of death. Oh, and the biggest monsters always go after the guy with more than one stat above 16 at creation, because, you know, more meat on the carcass.

You will see those recalcitrant players leap into point-buy with considerably renewed enthusiasm.

Seriously! Whatever.

Most groups I've been in if the GM acted like that the GM would be the person booted from the game.


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blahpers wrote:

Forgot to mention:

A method I have used in the past when rolling is to have the group as a whole roll several arrays, then allow each player to select which array they like (dupes allowed). Most of the time there was an obvious winner that everybody used--this method allowed score assignment as well--but occasionally a player would take an array with a lot of decent scores over an array with one or two excellent scores and one or two terrible ones. I also informed the group that major NPCs would use the same arrays. : )

That's the method I use and the other GM has moved to it as well.

It has two advantages I like.
No one is disadvantaged through bad dice rolling.

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.

-----------------
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
----------------

Since they replace a melee attack by definition they aren't melee attacks.


http://www.d20pfsrd.com/magic/all-spells/h/hidden-blades

---------------------
You render a target weapon or up to 50 pieces of ammunition invisible, granting the wielder a +20 bonus on Sleight of Hand checks made to conceal the weapon or ammunition and a +5 circumstance bonus on Bluff checks to feint with the weapon or ammunition.
=====================

So the question is, is this Invisibility or Greater Invisibilty?
ie: after you have attacked someone with the weapon is the blade still invisible?


Keep in mind that Combat Manuevers use the same rules for calculating bonuses to attack, despite not actually been Melee Attacks.

The Grapple rules refer to using your hands, and the rules give you the reach orf your hands.


You Grapple at the range of the limbs or weapon you are using to Grapple.

So a Medium Humanoid has to be adjacent.
A Large creature upto 10'.
If the Grappler is using tentacles then it is the reach of the tentacle.


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.
But they also have a tendency when talking about attacks made in melee to just say "melee attacks" even when the rules are at the very least strongly suggestive and sometimes quite clearly not part of the "Melee Attacks" set.

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.
i.e. Trip and Disarm combat maneuvers are Melee attacks because you can make them instead of any particular melee attack
Grapples can't be made instead of a melee attack but instead are a specific type of attack that takes a standard action.

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.
i.e. they get the flank bonus because the the combat maneuver rules say so, not because they are a Melee Attack.

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