You are prone with a crossbow next to an enemy who has attacked you.
You choose to fire your crossbow at them.
You survive the A)) for making a ranged attack while threatened.
The question is are you shooting into combat, for a -4 to hit.
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Shooting or Throwing into a Melee
If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)
If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character.
If your target is two size categories larger than the friendly characters it is engaged with, this penalty is reduced to –2. There is no penalty for firing at a creature that is three size categories larger than the friendly characters it is engaged with.
Precise Shot: If you have the Precise Shot feat, you don’t take this penalty.
----------------------
By definition the standing enemy with w weapon is in melee with the prone archer.
But it is in melee with the Archer.
As a general rule anything that refers to "a friendly character" pr "allies" includes yourself when it comes to targeting and effects.
Is this an exception?
Any rules people can point to that would clarify the question for my GM would help.
I'm running a campaign that's coming to the end and the strong 17th level party will probably be facing a Nemesis Devil they have had dealings with among other BBEGs.
I'm looking to add 3-4 class levels to it to make it a suitable challenge.
Does anyone have any ideas?
I'm thinking either Advanced template and 3 levels, or just 4 levels. But any other powerup ideas will be considered (3rd party accepted).
The Devil has been using the party as catspaws in the quest for a Major artifact under construction which it hopes to use to enable it to become a Demi-god.
The plan is it turns up (with a few lesser "friends") just as the party finally encounters the BBEG completing the artifact to attempt a snatch and grab.
You take ability Drain, Damage and penalties and then put on said ring.
Do any of the effects get removed?
My thought was ability damage and drain would be unaffected.
My understanding was the damage/Drain gets reduced at the time it's done.
i..e. If you have a Greater Ring and took 5 pts of damage, 8, pts of damage and 4 pts of drain the first dmage would be reduced to 0, the 2nd to 2 pts and the drain to 1 pt if you were wearing the ring when it happened.
But Ability Penalties I wasn't sure on.
Given that penalties are normally been done by an outside effect or condition and when that effect/comdition goes or is suppressed the penalty goes or is suppressed, so is constantly checking.
So if Enlarged you take a -2 penalty to Dex but only so long as the Enlarge is in effect.
Enter an anti-magic field and the -2 Dex penalty goes away.
So if you put a Ring of Inner Fortitude on the Dex Penalty goes away, until you take the ring off again (unless the Enlarge spell has ended).
What do people think?
----------------------
Ring of Inner Fortitude
Alternating diamonds and rubies stud this band of white gold.
Minor: A minor ring of inner fortitude reduces ability damage or temporary ability penalties the wearer takes by 2 points and ability drain by 1 point. If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), the ring reduces the damage, drain, or penalty for all ability scores.
Major: A major ring of inner fortitude reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points.
Greater: A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points.
Wearing a ring of inner fortitude does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition.
If the ring prevents any damage, drain, or penalties that are associated with a beneficial effect, it also negates the beneficial effect.
The party Archer was shotting at a target in an Anti-magic zone while he had Aspect of the Falcon up
---------------
You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.
This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.
------------------
The general approach is that arrows get the magic bonus to hit but not to damage.
Does the critical threat of 19-20 apply to the target or does the AMF cancel.
How do you stop this other than by making the save?
Protection Evil/Good/Chos/Law. the stalwarts don't work, so what do you do?
More to the point is there a fairly available way of doing so?
This been Pathfinder there is always some way but often they are very rare/situationally specific.
The scrying speel modifys the will save based on how well you know your target.
What constitutes "Met".
Knowledge of the subject -
"Firsthand (you have met the subject) +0"
"Secondhand (you have heard of the subject) +5"
For example you were in a room with a number of people but you neither talked with them or remember them.
As above but you were in a joint conversation but you have no recollection of them beyond "yeah, there was a third person in the conversation but can't remember anything other than the fact that there was someone".
You pass them on a street with no intereaction or awareness (I have both walked past people I know and had them walk past me with one of us having no awareness of the other unless physical interaction or shouting at the unaware person).
On the other side of a door or wall from someone, possibly with a few words exchanged (Person A - "I have a summons for you", Person B - "Go away or I'll call the police").
You fought an invisible person for 1 combat round.
You were 50' away from a glitterdusted invisble person in combat for a round before they ported away.
What do people think?
Met, not met, or something inbetween, i.e. a penalty somewhere between 0 and -5.
Cleaving Smash
Additional Prerequisite(s): Cleave, Improved Vital Strike, Power Attack
When you use Cleave, you can add the additional damage from Vital Strike to both your initial and your secondary attacks. If you also have the Greater Vital Strike feat, you can instead add the damage from Improved Vital Strike to both your initial and your secondary attacks.
-----------------
A mighty cleaving weapon allows a wielder using the Cleave feat to make one additional attack if the first attack hits, as long as the next foe is adjacent to the first and also within reach. This additional attack cannot be against the first foe.
---------------------
As I read it you get to add the Vital Strike damage to all 3 attacks.
Correct?
"To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match."
Just thinking about an amusing Vital Strike Improvised weapon Barbarian character weilding a magical cauldron in battle. :-)
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.
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.
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?
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.
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.
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?
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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?
Have they ever produced errata/FAQ on whether if you put Seeking on a bow does it transmit it's ability to arrows.
Or whether you have to enchant the arrows with Seeking?
The latest Core online still has it listed as an ability that isn't passed to it's ammunition.
As the the Ultimate Equipment, which also notes that the ability can be placed on ammunition.
I found a post here from a developer, older than the most recent rulebook uploads, saying that if placed on a bow it does confer the ability on ammunition.
I'm asking because otherwise it seems a no brainer +1 enhancement bonus to put on a bow.
Ignore Blink, concealment, displacement, various air shield type deflection ability, Mirror Images (close your eyes and your arrows hit so long as you make the attack roll).
Strictly speaking it even gets past Deflect Arrows as that ability causes the arrow to have a 100% miss chance.
The Magus Eldritch Archer has his Bow as his Arcane Bonded item - the ability to cast an extra spell per day.
Given that the Arcane Bond allows you to enchant it with out having the Crafting Item feats, and that you can add enchants on an already enchanted item at 150% of the normal cost would they be able to Enchant it as a Magic Bow, and then re-enchant it as a Stave?
i.e. +3 Composite Long then make it a Staff of Fire.
If a target has multiple effects that cause a 50% miss effects do you roll them separately or do you add them together?
i.e. High level Air Barrier and Wind Ward Hexes from a Shaman Wind Spirit.
Air Barrier (Su): The shaman creates an invisible shell of air that grants her a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance. The shaman can use this barrier for 1 hour per shaman level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Wind Ward (Su): The shaman can touch a willing creature (including herself ) and grants a ward of wind. This ward lasts for a number of rounds equal to the shaman’s level. When a warded creature is attacked with an arrow, ray, or other ranged attack that requires an attack roll, that attack suffers a 20% miss chance. At 8th level, the ward lasts for 1 minute for every level the shaman possesses. At 16th level, the miss chance increases to 50%. Once affected, the creature cannot be the target of this hex again for 24 hours.
I ask because in the Kingmaker Module it talks about finding a Silver Dragon that has been killed by a Black Dragon and the corpse has clearly been massively damaged by Acid.
But Silver Dragons are immune to Acid.
Is this just an error by the Module writers or is there a way that the Acid Immunity could have been neutralised , even if only for a short period?
For example if a Nightmare puts on a Greater Hat of Disguise to change into a Elf can it still use it's ability to Fly.
Note that it doesn't use wings to fly but rather Flight is an untyped natural ability.
How can you tell if a magic item is a Lich's phylactery?
Assuming he's made some effort to disguise it as another magical item and created a fake phylactery that looks like a traditional one. How would the party know otherwise?
Especially if he made the real phylactery something the PC's might take as treasure.
Spellcaster Defensive casts spell.
Hostile has a readied action to attack when Spell cast.
Combat Casting
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
The Readied action does damage while he's casting defensively.
So does he get the +4 bonus to his Concentration check for both the check for Defensive Casting and the check for taking damage while casting?
I think yes because he's defensively casting when he takes the damage and the feat says you get the bonus for any Concentration checks made while defensively casting.
Not "you get +4 to the concentration check for defensive casting".
I know that True Seeing lets you see through Illusions but are you still aware that the Illusion spell exists?
Say you see the Assassin with Greater Invisibility walking up to your friend.
Your Friend can't see the Assassin but do you just see a man strolling up to your friend, or do you see a man with an Invisibility on him walking up to your friend?
This spell wreathes you in shadowy energy and damages those that make melee attacks against you. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of negative energy damage + 1 point per caster level (maximum +15). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage. When an attacker takes damage from the spell, you heal a number of hit points equal to 25% of the damage the spell dealt.
You cast this and an Undead then attacks you.
So does the Undead heal for 1d6 +1/per your CL each time it hits you?
If it does this seems to be the ultimate healing machine if an Undead Spellcaster casts it and then his minions make a full attack action making subdual attacks.
At least 8 creatures can heal 1d6+CL x their number of attacks. More if natural reach is involved or judicious use of 5' steps are used. Put an Empower on it for more boosting.
I tried to search this but the threads seemed to bounce back and forth as to what position Chill Touch held.
So I cast Chill Touch and make an attack.
Next turn I decide to cast another spell while I still have uses of Chill Touch left. The the Chill Touch end?
If you do that with a Touch Attack like Vampiric Touch the Vampiric Touch ends. Is Chill Touch the same or is it treated like a normal duration spell, i.e. The Chill Touch keeps functioning?
Spell Perfection has the ability to double the number effects of Feats that give the spell you have perfected a bonus.
Quote:
Prerequisites: Spellcraft 15 ranks, at least three metamagic feats.
Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.
I started to wonder just how far does this go.
If you Cast Battering Blast PFSRD and apply Toppling Spell Metamagic PFSRD and Intensified Spell PFSRD and Tenebrous Spell PFSRD and Empowered Spell PFSRD to it, And you had Improved Bullrush, Improved Trip and Point Blank Shot feats would the following occur? -
1) Add +4 (2x +2) to the Bullrush CMB for Battering Blast Bullrush
2) Add +4 (2x +2) to the Trip CMB caused by the Toppling Spell, using Improved Trip
3) increase the max damage Dice per blast from 5d6 up to 15d6 (+5 damage dice x2).
4) increase the bonus damage from Empower from 50% up to 100% (2 x 50%)
5) Point Blank would give +2 to Attack and Damage.
6) When casting in poor light add +2 to the Caster Level and -4 on attempts to dispel it (Tenebrous Spell)
7) Cast the spell 2 additional times that day, rather than the one that Echoing spell normally gives?
My take is
1) Yes
2) Yes
3) Yes
4) 50/50
5) Yes
6) Yes
7) Probably not but far from certain.
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.
Dread Lich touch attack deliver a combination paralysation and Con Drain Curse.
At the start it specifies living creatures are the target, but later it says the Con Drain Curse affects creatures immune to Paralysation are affects with the sole exception of other Dread Liches.
So which is correct and how would the curse effect other Undead?
They have no Con already so do they simply crumble automatically a day later?
Quote:
Any living creature a dread lich hits with its touch attack must succeed on a Fortitude save or be paralyzed and cursed by a Death Curse that slowly wastes them away.
The curse must be removed before any attempt to remove the paralysis can occur. Further, the curse slowly drains away the target’s Constitution at the rate of one point of Con drain a day. A creature’s Con cannot be restored until the curse is removed. If the creature’s Con is reduced to 0, it immediately disintegrates into a pile of ash and bones. Only powerful magic, such as true resurrection, miracle or wish, can bring them back to life.
Quote:
Creatures immune to paralysis, except for other dread liches, can still be inflicted by the curse of the dread lich’s touch. The save DC and the DC to remove the curse are both based on the dread lich’s Charisma.
I've read through the past threads and there are some varying opinions.
The combat is over. in about 15 hrs he will wake up and prepare his spells for the day before he gets to make saves to lose negative levels.
My understanding is that he didn't lose any prepared spells or slots.
But now it comes time to prepare his spell slots for the new day.
And he counts as having 3 less levels than he does.
So does he have slots to prepare as if he was a 6th Level Arcanist?
Does he cast spells at CL8?
If he does prepare spells as if he was 6th lev Arcanist and then makes his saves later in the day does he then get to prepare the spell slots for Arcanist levels 7,8 and 9?
He actually an Arcanist/Arcane Trickster. So in addition does he lose Sneak Attack dice as an level dependent class feature?
If Wraith Strike is around I would especially value his response because of the past threads he stood out as having a consistent set of explanations and logic behind his explanations. (not that I won't value other people but he seems to have put a lot of thought and reading in to it already)
Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed a Fortitude save or gain 1d4 negative levels. A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. A zombie created in this manner is under the command of its creator (as command undead spell) and remains so until either it or the creator is destroyed.
Does anyone know whether these are temporary or permanent levels?
Is their a default? Or should I treat it as Energy Drain?
How would Freedom of movement interact with the Dread Mummy's Greater Despair which makes you paralyzed with fear?
Freedom of Movement
Spoiler:
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.
Greater Despair
Spoiler:
Greater Despair (Su)
Any creature within 100 feet of a dread mummy must succeed on a Fortitude save or be paralysed by fear for 1d4 rounds. Once a creature recovers from the paralysation effect, it remains staggered for 1 additional round. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. This is a paralysis and mind-affecting fear effect. The save DC is Charisma-based.
The possibilities I considered are -
1) You are physically impeded from movement but your fear makes you unable to decide to move (the Magics mentioned in the FoM are magics that physically impeded you, not mentally). Basically ignore FoM.
2) You aren't paralysed but you are instead Staggered for 1d4 rds and then 1 further rd.
3) You aren't paralysed but instead take the next worst fear condition - Terrified for 1d4 rds
4) You are merely Staggered for 1 rd.
Are there any actual rule guidelines on this?
If not what do people think based on the rules we do have?
Thanks
They Fey Template has "Armor Class: Reduce the creature’s natural armor, if any, by 1 (minimum of 0)."
What if a creature has no Natural Armour but has an Enhancement bonus from the Automatic Progression Unchained rules -
"At 8th level, the character gains a +1 enhancement bonus to natural armor. This bonus increases to +2 at 13th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level."
Are there rules covering this?
Does it look at the NAC, go no NAC so nothing lost, and then apply the Enhancement bonus?
Or Calculate the total NAC before penalties and then take the -1 NAC penalty?
At will, as a standard action, a force creature can draw all magical effects with the force descriptor within 30 feet of it into itself. Drawing force works just like a targeted dispel using dispel magic, where the caster level of the force creature is equal to its total Hit Dice. If the force creature succeeds on its rolls vs. the force effect’s DC (11 + caster level of the force effect), it is dispelled and heals it for 1d8 hit points times the amount the draw force roll is over the DC. Any hit points healed above the force creature’s maximum hit points are temporary hit points. A force creature cannot have more temporary hit points than 50% of its maximum hit points, but the temporary hit points last until they are used.
My question is does it only ck until 1 Force Effect is destroyed or until all force effects are checked for?
It functions like a Targeted Dispel which only destroys 1 spell, but it talks about -
"If the force creature succeeds on its rolls vs. the force effect’s DC "
- which is clearly multiple possible successes.
A Dread Mummy can cast "Control Undead" at will (as a free action).
Can he hit the same intelligent undead again and again until it fails it's save.
Command Undead
Spoiler:
School necromancy; Level sorcerer/wizard 2; Domain inevitable 3
CASTING
Casting Time 1 standard action
Components V, S, M (a shred of raw meat and a splinter of bone)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one undead creature
Duration 1 day/level
Saving Throw Will negates; see text; Spell Resistance yes
DESCRIPTION
This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
Your commands are not telepathic. The undead creature must be able to hear you.
The party is likely to fight a boosted Piscodaemon CR13 and I was looking at what information I should give them on Knowledge Cks.I used to give them virtual Stat blocks information but on further reading it suggests much vaguer information.
So I'm looking at the following pieces of information
a) It is highly perception with special abilities of detection (Dark Vision, See Invisibility, Detect Good, Detect Magic)
b) It's significantly resistant - (DR 10/Good, Immune Acid, Poison, Death effects, Disease, 10 Resist Cold, Electricity, Fire, SR 24)
b1) Adding that it's immune to Acid and poison to a higher check ability.
c) Con Poison, Weak but difficult (1d2 Con + Staggered, 6 rds - DC25 2 consecutive saves)
d) Some of them are fearsome Grapplers (I've done a feat rebuild + 2 Monk Levels to make it a Grapple Monster).
I was wondering what order I should put these bits of information in in terms of basic success to DC + 15.
What do people think?
Thanks
If you are using Monster Lore on a creature with a template how does it get handled?
Do you take the Monster + template CR and roll against that?
Or do you treat the Template and the Base Monster as separate things to check against, and in that case how do you work out the DC for the Template?
Snake Style - (relevant section)
While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack.
Scorching Ray fires multiple beams but they hit simultaneously and for purposes of Sneak Attack have been ruled as a single attack despite you having to roll for each Ray.
So if you target someone with three Rays and they use the Snake Style ability to replace their Touch AC with their Sense Motive does the result apply to one ray or all three rays?
Could a Grippli (Small 2' 3" 32 lbs) ride an Ioun Wyrd Familiar (Tiny 2' diameter disc) with Muleback Cords and Ant Haul cast on it?
Ioun Wyrd
Str 4
Muleback Cords +8 Str for CC = Str 12
Ant Haul x 3 CC
Assuming I'm getting the multpliers right
LL = 43 x3 = 129 x .5 (tiny) = 64lbs
Does this seem reasonably legal?
I can't help it. My Grippli Monk - Sohei (mounted monk) Shaman just got a Ioun Wyrd Familiar.
The idea of a 2' 3" green skin humanoid frog wearing a robe and wielding a blade of Blue energy (flame Blade metamagiced to cold) zipping round the battlefield on a flying disc construct overwhelms me. :P
I've seen a couple of threads on casting Mirror Image on the Rider but not the mount and I think the weight of views was that the Mount would be unaffected.
I'm wondering about the reverse.
The straight rule been the spell targeted the Mount and not the Rider so the Rider gains no benefit seems simple, but I really have a hard time picturing the multiple images of the mount but only a single Rider image. Even for Mirror Image spell which is a horror of ill-logical on it's best day this seems a bit bizarre.
The party casts Rope Trick and then the 4 PC, 1 Animal Companion, 1 Familiar and 2 Cohorts climb in and go to sleep.
Middle of the night the super stealthy Greater Invisible Ninja climbs the rope to sneak in and kill them... and bounces because the Rope Trick only allows 8 people to enter and there are already 8 creatures in there.
Correct?
And for the truly perverse.
A man casts Rope Trick and tries to climb in, along with his 11 fleas, 2 internal parasites and extensive gastrointestinal microbiota. Coming to a considerable higher total than 8 creatures so can not enter?
Rope Trick -
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space that is outside the usual multiverse of extra-dimensional spaces. Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.
Spells cannot be cast across the extra-dimensional interface, nor can area effects cross it. Those in the extra-dimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can’t see through it. Anything inside the extra-dimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extra-dimensional space.
Situation -
Intelligent creatures come along and see a rope rising 10' into the air and stopping.
They tug the rope and it doesn't move and they think "aha, this is a rope trick and we think there are enemies in it".
So they throw an alchemical flask of poisonous gas at the window they know is at the top of the rope.
Since they are targeting a 3'x5' space centered on the top of the rope this is a very easy attack roll.
The flask passes through the window and breaks, filling the space inside the rope trick with poisonous gas.
Legal?
Rope Trick
Spells cannot be cast across the extra-dimensional interface, nor can area effects cross it. Those in the extra-dimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can’t see through it. Anything inside the extra-dimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extra-dimensional space.
I was looking at a Shaman thread about the illogical missing spells from the spell list and several people talked about using Spirit Talker to get any Arcane spell you want but as far as I can see this doesn't really work.
Spirit Talker
Spoiler:
Benefit: Once per day, you can spend 10 minutes communing with a shaman spirit of your choice. When you do, you gain the temporary use of one hex from its list of hexes. This hex is added to your list of available hexes for the next hour, after which you immediately lose all benefits of that hex.
Arcane Enlightenment Hex
Spoiler:
Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
Situation 1) You choose your spells for the day.
Then later you activate Spirit Talker and gain the Arcane Enlightenment Hex and add several Arcane spells to your spell list.
But because you have chosen your spells for the day so you can't actually memorise them.
Situation 2) You activate Spirit Talker and gain Arcane Enlightenment Hex for 1 hour.
You then choose your spells for the day including several Arcane spells that are on your spell list due to Arcane Enlightenment.
The hour ends and Arcane Enlightenment goes away.
The Arcane spells you memorised are no longer on your spell list so you can't cast them.
It says when you are grappled and want to cast a spell you can only use material components that you have in hand.
What exactly does "in hand" mean?
You are literally holding the components (which effectively means never) or that you can can touch with ease - like a divine Focus.
Are components in a components pouch reachable or not?
Quote:
Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting) or lose the spell.
I have a monster with 2 Primary Natural Attacks with Grab and a secondary attack with poison.
If I start an attack with one of those Primary attacks can I in subsequent turns when making a Grapple check to do damage use the secondary attack (with penalties for been a secondary attack).
The Primary Attack is still tied up doing the Grapple, but I want to do the secondary damage instead to get the poison in.