zza ni wrote:
PRPG Core Rulebook pg. 432 ... Invisibility: An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. The creature still has concealment (20% miss chance), but not total concealment (50% miss chance).
Ravingdork wrote:
Perhaps you should ask this guy: https://paizo.com/threads/rzs43pft?Thrown-weapon-Thief-racket-from-rogue#5
Theaitetos wrote:
Actually, this is (or at least was) 'binary': There was a clarification that these weapon categories were mutually exclusive early in PF2e (which largely came up in regards to the thief's 'dex to dmg with melee weapons' ability)...
Dragonchess Player wrote:
Going for a broader skill focus makes some sense for a 'solo' character but in a long-term group, you are likely to find your 'extra' skills are redundant at best. Being legendary at 'your' six skills is typically better than being a master at your six and another three that other party members probably have covered already: There are only 16 non-lore skills (including Intimidation and Performance which both seem to be more of a 'personal choice' than 'adventuring party necessity' to me), and a 'Rogue + 3 non-rogue non-investigator characters' party could have 15 legendary skills at level 20, so broadening you skill base probably isn't particularly helpful...
Just to add a bit of history:
In D&D3.5, there was a general nerf of both spell power (a lot of '+1 / 3 lvls' buffs became '+1 / 4 lvls' or '+1 / 5 lvls') and duration (most hour/level buffs became 10 min/lvl), and this Metamagic feat was reprinted with a heftier '+6 Spell Levels' cost. In PF1, there was another general duration nerf (many 10 min/lvl spells became 1 min/lvl) and this particular metamagic feat was never converted over (though the Persistent Spell name was used for a different effect). The general idea of a 24 spell duration was reintroduced in the form of the Ring of Continuation but with significant caveats (it's an fairly expensive item, it only works on a spell with an already fairly lengthy duration, and casting another 'personal' spell would end the effect prematurely).
Barring special archetypes or other oddities, your 'typical' Rogue skill progression is:
Minor Correction: The 'Rasputin Must Die' adventure is actually specifically set in Siberia in 1918, so it's technically post-czar civil war era Russia...
Kilusa.5 wrote:
This is the Second Edition forum, which will tend to limit the responses you get: I've flagged it for transfer to the PF1 forums. To answer your question, once upon a time a Paizo AP featured a trip from Golarian to Czarist Russia in 1917, which led to a bunch of World War One weapons being stated for PF1. These weapons are only available if you are actually playing this specific adventure. As for the specific pricing, WWI Russia is a 'Guns Everywhere' setting: Source No Guns: If you do not want guns in your campaign, simply don’t allow the rules that follow. The Pathfinder Roleplaying Game plays perfectly well without them. Very Rare Guns: Early firearms are rare; advanced firearms, the gunslinger class, the Amateur Gunslinger feat, and archetypes that use the firearm rules do not exist in this type of campaign. Firearms are treated more like magic items—things of wonder and mystery—rather than like things that are mass-produced. Few know the strange secrets of firearm creation. Only NPCs can take the Gunsmithing feat. Emerging Guns: Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves. Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft. Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
It's magic, so it just works somehow: If you paint a barrel full of mead, you'll get a barrel full of mead. The key here is to not overthink it too much. That being said, a spell book or a document listing your foe's secrets shouldn't be options... Generally speaking, Marvelous Pigments are 2,000g worth of mundane gear that you could otherwise purchase normally, so it's only a 'good' item if you can't just purchase items normally (e.g., you are in the wilderness or the middle of a dungeon) and you're willing to essentially pay double the normal price in advance (it is a 4,000g item). If a bunch of alchemical items were actually effective against the party's foes, it's probably a low-level party and the 2,000g resale value of an unused set of pigments would have been enough for a +1 Weapon enchant or two +1 Armor enchants.
Jack Simth wrote:
In my limited experience: Piloting, Computers, and Engineering are Tier 1 skills: You will need to roll them often, and you will really need to actually succeed on these checks.Perception is probably Tier 1 or 2, as it is typically not as important to succeed on, but your mileage may vary if you encounter a lot of traps. It's also a bit harder to be really good at, given the relative scarcity of Wisdom as a key class stat (this skill is one of the reasons the Star Shaman Mystic is such a nice build). Survival is maybe Tier 2: You probably won't roll it often, but when you do you probably need to succeed. This may vary greatly from campaign to campaign... Sense Motive, Bluff, and Diplomacy are probably Tier 2 as well, as they tend to be a lot more situational (Diplomacy might be Tier 1). Mysticism is probably Tier 2, but this will also vary a lot as some campaigns don't seem very magic heavy... Culture, Life Science, Medicine, and Physical Science are probably Tier 3: You'll roll them fairly often, but succeeding on these checks tend to be 'nice' rather than 'essential'. Acrobatics, Athletics, Disguise, Intimidate, Slight of Hand, and Stealth tend to be 'personal' skill choices: You take them because your character wants/needs them, not because the party needs them.
Metaphysician wrote:
Yes, and no: One thing to remember about skills is that target DCs typically increase by 3 points every 2 character levels, so staying good with a skill will take more than just putting as many ranks in it as you can: You really need a class with a scaling insight bonus to your skill(s) of choice to not actually fall behind at higher levels.
The most important thing to know is that intelligence gets you extra trained skills at character creation, but does not impact the number of skills you get to increase to expert, master, or legendary ranks: This is set by your class as either 3 legendary skills (for most classes) or 6 legendary skills (for rogues and investigators). Intelligence is generally considered to be the weakest stat in PF2e for this reason. Knowing 'stuff' generally involves the Recall Knowlege action, so you will really want to familiarize yourself with this and the related rules. Mechanically, the Lore (Int) skill reflects a narrow speicialized field, which is typically rewarded with a lower DC for relevant recall knowledge checks. If you were trying to identify a vampire, for instance, the Religion skill would use the normal DC, while Lore(Undead) might get a -2 adjustment to the DC and Lore(Vampire) might get a -5 (all such adjustments are at the GM's discretion, of course). If you want to be an intelligence-based skill monkey, you probably want either an Investigator or a Mastermind* racket Rogue, as they are both intelligence-based and get the double the normal number of both skill boosts and skill feats. *Please note that there are open questions on how the mastermind's special mechanic actually works given the general Additional Knowledge limits. Alternately, an Enigma muse Bard with the Bardic Lore feat has incredibly broad (but fairly shallow) knowledge...
Your fears are valid: A full attack of two full BAB Claw Attacks at level 1 is pretty good, great at level 3 (with full dex bonus to damage on each), but seriously underwhelming at level 20... As stated by other posters, you typically want to get as many natural attacks as possible, but note that you won't get 'dex to damage' with any of these unless you select them for your second and third 'Finesse Training' class feature choices. Likewise, Weapon Focus and similar feats only apply to a specific natural attack type. This isn't necessarily a 'deal-breaker' since you can potentially still get sneak attack, but it is something to keep in mind. At just 5,000 gold, the Ring of Rat Fangs is probably a good place to start getting additional Natural Weapon attacks (a Bite attack in this case).
The Amulet of Mighty Fists is pretty much mandatory for such a build, and you'll probably need to emphasize a straight enhancement bonus so you can deal with Damage Resistances effectively (this will vary by campaign, but getting +3 to bypass Cold iron and Silver DRs is typically pretty important). The Bodywrap of Mighty Strikes could also work, but the limited number of uses per round based on your mediocre BAB make it a subpar option at best... Claw Blades actually convert your claws into masterwork manufactured weapons, so using them is just your normal dual-wielding without the need to actual draw them.
Not quite what you are asking for, but from the Example Starships list: Tiny ships are mostly Tier 2 or under,
Keep in mind that Scrolls/Potions/Wands all have a fixed caster level, which might be an issue with condition removal spells that require a Caster Level check (Remove Disease and Neutralize Poison come to mind).
Doc_Outlands wrote:
Not really. Assuming Myrla is in the Operative level 5 through 9 range: Taja the Barbarian wrote:
Barring special circumstances: At Operative levels 0-9, you are best off carrying as much as you can without being overburdened, as you double your load for a fairly minor speed penalty.At Operative levels 10-14, being encumbered or unencumbered should make little difference given it is a 'half the load at twice the speed' trade-off. At Operative levels 15+, keeping below the 'encumbered' level is a good idea, as your unencumbered speed is more than 2x your encumbered speed.
While I can't speak for Tyrant's Grasp in particular, you might want to keep the possibility of 'Succeed at this ritual casting or progress no further' encounters in mind: We ran into three or four of these in Return of the Runelords... Technically speaking, these encounters don't require a caster (our party's alchemist did all our ritual work), but they are the sort of thing a full martial party might have serious issues with...
Doc_Outlands wrote:
Yep, you're correct: I missed that rule. Domestic drones aren't supposed to be cool or exciting: They're just mass-produced and standardized life assistants.
DungeonmasterCal wrote:
D&D3.0's Ambidexterity feat was rolled into the base rules and the Two-Weapon Fighting feat in D&D3.5 and PF1: It was literally just a nasty feat tax that strongly encouraged rogues to dip into ranger for one level... Baseline Two-Weapon fighting penalty in all three editions is -6 (Main Hand) / -10 (Offhand)* D&D3.0 Ambidexterity: Eliminates your offhand penalty, reducing your penalties to -6/-6*
The entire concept of a penalty for using your 'offhand' by itself (when not dual-wielding) was dropped in 3.5 as an unnecessary complication... PF1 Two-Weapon Fighting: 'The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6', reducing your baseline penalties to -4/-4* *All penalties listed are 'baseline' and do not include the adjustment for using light weapons.
An idea I had a while back for a revision/simplification of two weapon/two hand combat: First off, we establish a set of multipliers based on the classic Strength bonus rules:
My basic idea:
I suspect this would bring enough balance to remove the need for feat trees and penalties: A character should do the same average damage with a Greatsword as they would with a pair of Shortswords.
Immediate areas of concern:
Just as a bit of context, the general 'have to be on your own plane to banish someone' restriction seems to date back to the AD&D2.0 Player's Handbook from 1989: The version of Holy Word in my AD&D1.0 Player's Handbook (from 1978) has no such restriction, but all versions since have had this limitation...
Belafon wrote:
Perhaps, but it is a rather powerful for a 'no prerequisites' feat considering re-investing the points you could save in character creation from reducing your starting Str & Con by 1 and investing those points in Wisdom should easily offset the save penalty it grants: Going from a (pre-racial adj) 16 Str to a 15 Str would free up enough points to get your Wis from 10 to 13, which completely offsets the base penalty to specific Will saves... Once Heroism comes into play, the penalty is entirely offset by its own buff.
Yep, RAW those feats should stack with each other... Please note:
Just note that 'A porter drone acts as the combat drone of a 1st-level mechanic, except it has the cargo rack and manipulator arms mods instead of the combat drone’s normal initial mods' which means it does have one more 'basic mod slot' that could take a Speed(Ex) mod.
...
Generally speaking, I don't think anyone would actually bet on a Porter Drone: They aren't particularly impressive.
I'm reading this feat as: Source Prerequisites: Str 15, character level 5th. Benefit: The encumbered condition reduces your speeds by 5 feet (rather than by 10 feet), and the overburdened condition reduces your speeds to 10 feet (rather than to 5 feet). Additionally, at the beginning of your turn, you can choose to ignore the encumbered condition and treat the overburdened condition as though you were instead encumbered for a number of rounds equal to your Strength modifier. Once you activate As for the interactions, what I see for a Human in light armor is: Unencumbered: 30'Unencumbered + Fleet (Combat) feat: 40' Encumbered: 20'
Overburdened: 5'
For two rounds, Myrla should be able to either:
The Porter Drone can:
Sadly, this general question comes up fairly frequently and I'm not aware of any decent answer. Personally, I've scratched my head over secret checks with both the Rogue's Hidden Paragon capstone feat and the classic Halfling Luck ancestry feat.
1,000 UPBs are officially 1 Bulk, so an 18 Strength character could potentially only carry up to 9,999* without being encumbered, or up to 18,999* without being overburdened (assuming they have no other non-light items on them). Source Price 1,000; Bulk 1 Description A universal polymer base, or UPB, is the basis for most technology in the Pact Worlds, the Veskarium, and many other systems. Each UPB is a tiny multifunction component, not much larger than a grain of rice, capable of being configured to act as a brace, capacitor, circuit, diode, fastener, insulator, lens, modulator, pipe, resistor, and dozens of other constituent parts. UPBs can even be spun out into fabric, broken down into component chemicals, reconstituted into new chemicals, or supplemented with base materials (such as dirt or sand) to form massive braces or walls. The right combination of hundreds or even thousands of UPBs can create everything from a comm unit to a laser weapon to powered armor. In their raw form, UPBs have a bulk of 1 per 1,000 UPBs, though when aligned and configured they can easily take up less bulk, and when configured for a specific purpose that calls for a minimum size and bracing (possibly combining them with inert materials), they can have a higher bulk. UPBs are so ubiquitous that they are usable as currency in many major settlements and trade hubs. While credsticks are a more convenient and secure way to carry value, UPBs have the advantage of direct utility and untraceability. They are a popular way to pay smugglers and criminals, but they are also useful for trade missions to systems with UPB technology that don’t use credits as currency. The value of the Pact Worlds’ credit is based on the economic utility of a single UPB. Source Carrying Capacity This is how much bulk your character can carry based on her Strength score. She is encumbered (see page 275) when carrying an amount of bulk greater than half her Strength score, and overburdened (see page 276) when carrying an amount of bulk greater than her total Strength score. ... Starfinder Core Rulebook pg. 242 ... Rounding Occasionally the rules might ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3. ... *With the rounding rule, 9,999 UPBs would still be 9 bulk, while adding just one more would make it 10 bulk. As for the OP's question, I don't believe there is much 'lore' for this: It's pretty much up to the GM to decide, or more likely just ignore if they don't want to worry about such a relatively minor detail.** **We just finished playing an AP in Azlanti space a little while back, and apparently there was no issue spending Pact World credits there because economic realism doesn't really add anything but frustration to game...
Archpaladin Zousha wrote: If you're a medium-armor-proficient class, is it worth taking Armor Proficiency to gain access to heavy armor without going into an archetype that scales it like Sentinel or Stalwart Defender? When it comes to straight AC, Heavy armor is basically a +2 bonus over medium if you have no Dexterity bonus, so Trained Medium Armor vs Trained Heavy Armor = +2 AC with Heavy ArmorExpert Medium Armor vs Trained Heavy Armor = +0 AC with Heavy Armor Expert Medium Armor vs Expert Heavy Armor (granted by the remastered Armor Proficiency feat at Level 13+) = +2 AC with Heavy Armor Master Medium Armor vs Expert Heavy Armor = +0 AC with Heavy Armor If you have a +1 or better Dex score, reduce these numbers by 1 So, with a +0 or less Dex Score, Heavy Armor proficiency via the Armor Proficiency (Remastered) feat is pretty good until your class gets master proficiency (if it does) at endgame, at which point it becomes a bit of a wash... If you are using the Armor Proficiency (Classic) feat, Heavy Armor becomes a wash (at best) around level 13...
Finoan wrote:
As noted by a prior poster, Centaurs have hands so they can just use the normal handwraps: Reskinning them into horseshoes is more along the lines of converting them to boots for humanoids...
shroudb wrote:
More significantly, allowing this option would be the GM's decision, not the player's... Advising a player to 'just get a custom magic item' isn't particularly useful advice unless you happen to be that player's GM...
Demistari wrote:
Panther Style's 'retaliatory unarmed strike' is not an Attack of Opportunity and therefore does not interact with Combat Reflexes. You'll have a Dexterity based pool of Attacks of Opportunity from Combat Reflexes (or an unlimited pool with the Mythic version) for use with Snake Fang, and a separate Wisdom based pool of 'retaliatory' unarmed strikes from Panther Style + Panther Claw (which you probably aren't going to use as often as they are only triggered by you moving through a threatened square - and - your foe taking the offered Attack of Opportunity).
shroudb wrote:
Relevant Rule, which is awkwardly placed with the items rather than the Companion rules: GM Core pg. 272 You might want to acquire items that benefit a creature that assists you, such as an animal companion, familiar, or bonded animal. These items have the companion trait, meaning they function only for animal companions, familiars, and similar creatures. Normally, these are the only items a companion can use. Other items can qualify at the GM's discretion, but a companion can never Activate an Item. Any worn companion item needs to be invested. However, your companion needs to invest it, rather than you doing so. This requires you to use the Invest an Item activity alongside your companion, helping them attune to the item and ensuring it is properly fit. A companion has an investiture limit of two items (instead of the 10-item limit a player character has). So, Animal Companions are limited to the 15 published Companion Items unless your GM rules otherwise.
Ravingdork wrote:
This is one of the reasons I try to 'copy and paste' the relevant rule into my own posts: About half the time, I discover that the answer is actually spelled out and I just missed it somehow...
Jack Simth wrote:
The game doesn't get into the nitty-gritty of specific consoles or the like, so your VI Science Officer should be fine: Technically speaking, if you could squeeze a hundred people into your ship's crew, all of them could move to the Science Officer 'position' to make a check in any given round (You are only limited to 1 Pilot per ship, 1 Captain per ship, and 1 Gunner per Ship Weapon).
Maniacwyrm wrote:
Honestly, the odds of you actually remembering that you have this ability on the rare occasion that you met its 'standing in starlight' criteria is pretty unlikely.
Mysterious Stranger wrote: I know many people don’t think the gunslinger has anything to offer past 5th level, but some of the higher class abilities are actually useful. The bonus for Nimble increases by 1 per 4 levels, they also get bonus feats every 4 levels. Being able to get DEX to damage with multiple firearms gives you more flexibility on weapons. Some of the higher-level deeds are good and synergize well with the inquisitor side. Evasive combined with stalwart and all good saves mean you have a good chance of ignoring the effects of spells. Add in Slingers Luck to reroll a failed saving throw and it is even better. That combination does not come online until 15th level but is still very good. I always thought Pistolero 11+ with Signature Deed (Twin Shot Knockdown) sounded like a fun combo: If your target actually survives your full attack, you've knocked it prone for free and your allies can tear it to shreds that much easier...
Heather 540 wrote: I would still look at getting at least 3 levels of Trench Fighter even if you don't want to make it your main class. Because it gives you dex to damage with your gun. Getting a 4th level will get you another bonus feat, of course. I did that with my Gunchemist and he worked great. Gunslingers get 'Dex to Dmg' at 5th level, so it is still the superior option in most cases: Trench Fighter is really only a good option for characters who already get 'base firearm proficiency' from a non-Gunslinger class archetype (like Gunchemist) and just want the specific 'Dex to Dmg' feature as quickly as possible, which does not seem to be the situation the OP is looking at.
Tom Sampson wrote:
Trench Fighter Fighters are not actually proficient with Firearms in most campaigns. As noted in the entry, this archetype specifically designed for a 'Guns Everywhere' World War I adventure and thus does not get the exotic weapon proficiency or the Gunsmithing feat generally required in a 'normal' campaign using the 'Emerging Guns' level of firearms. Source No Guns: If you do not want guns in your campaign, simply don’t allow the rules that follow. The Pathfinder Roleplaying Game plays perfectly well without them. Very Rare Guns: Early firearms are rare; advanced firearms, the gunslinger class, the Amateur Gunslinger feat, and archetypes that use the firearm rules do not exist in this type of campaign. Firearms are treated more like magic items—things of wonder and mystery—rather than like things that are mass-produced. Few know the strange secrets of firearm creation. Only NPCs can take the Gunsmithing feat. Emerging Guns: Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves. Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft. Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
Cellion wrote: I expect most things don't get playtested. It's not the first time we've had a ridiculously powerful option slip through. This connection is actually from the middle adventure of an AP, so it probably didn't get the same level of testing as it would have in a non-adventure supplement: Playtesting the adventure wouldn't necessarily involve testing the new Mystic Connection that presumably wasn't actually available at character creation.
Claxon wrote: Azothath has is right. Even though mithral tatami-do counts as As quoted by a prior poster, Mithril Tatami-do is still 'Heavy' for proficiency purposes. At the end of the day, the question is how the Armored Kilt's 'Likewise, a kilt and medium armor counts as heavy armor. Adding an armored kilt to heavy armor has no effect.' text interacts with Mithril's incredibly vague 'Most mithral armors are one category lighter than normal for purposes of movement and other limitations' text as you could interpret 'inablity to gain a benefit from an armored kilt' as an 'other limitation' of heavy armor. Honestly, I'd suggest ignoring the existence of the kilt entirely: The fact that they were never PFS Legal is a pretty good indication that no one is really certain how they are supposed to actually work in cases like this...
Two 'non-class' things a party should probably keep in mind:
Finally, you do probably want a Operative in your group to fill the 'skill monkey' role...
Ed Reppert wrote: I haven't really delved into Starfinder much, so this question occurs: in Pathfinder, a "basic party" consists of a Fighter, a Rogue, a Cleric, and a Wizard. What's the Starfinder equivalent? There really isn't one: The game is pretty flexible on group class compositions. You certainly want one or even two high-Intelligence builds for the Int-based skill checks (Computers and Engineering in particular), but there are a variety of classes that can fit that role (some Biohacker builds, most Mechanics or Technomancers, and some Operative builds in particular). You might want a Mystic for healing, but the Stamina system reduces both the utility and necessity for this (since spells don't heal stamina).
General 'Big Axe' Options for Medium size characters: Two-Handed:
One-Handed (which can be wield two-handed):
I'm not going to bother going into light axes and axe gauntlet options, as they don't seem to fit the OP's vision...
Mechanically, most weapons are pretty balanced and it doesn't really matter too much which specific one you pick: For one-handed weapons, your typical options are: Martial options:
1d6 dmg, Crit 18-20/x2 (low dmg, very high threat, low crit)
Exotic options:
In the long run, there is little difference between equivalent swords and axes, but personal preferences on crit rates/amounts will come into play. Generally speaking, the traditional down-side of axes is that you probably aren't going to find as many of them as you will swords in a typical adventure...
Brian Souvey wrote: I have a Bard who is singing “courageous anthem” in the next room. There is at least 1 wall if not more between him and the other characters, but they are still technically within 60-ft… the rules on pg 428 of the remaster phb don’t talk about cover, under emanation but there is a blurb about standard and greater cover effecting “areas”, am I safe to say, no they can hear you through the wall enough to be encouraged.Not the remastered version, but walls will stop most effects: Core Rulebook pg. 457 4.0 When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect’s area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn’t matter for line of effect, nor do portcullises and other barriers that aren’t totally solid. If you’re unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call. In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there’s no line of effect between the origin of the area and the target, the effect doesn’t apply to that target. For example, if there’s a solid wall between the origin of a fireball and a creature that’s within the burst radius, the wall blocks the effect—that creature is unaffected by the fireball and doesn’t need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect.
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