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Larkspire wrote:

The ice is in the way,it has to be destroyed before you can attack the creature inside.

Now...with a brilliant energy weapon...you may be able to do it.

I would look at it that way. So I would attempt the Coup de Gras, and lets say my total damage is 60, then I would subtract the 20 and then the target would have to rule a fort save against 40. So you can say you hit so hard that it broke the ice and hit the target. This would all happen with one swing.


Diego Rossi wrote:

The ice envelope the creature, giving it total cover. As you can't hit the creature you can't make a coup de grace.

PRD wrote:
Total Cover: If you don't have line of effect to your target (that is, you cannot draw any line from your square to your target's square without crossing a solid barrier), he is considered to have total cover from you. You can't make an attack against a target that has total cover.

Ok. So, I do not see where the Ice Tomb description/rules states that it gives the target total cover. I know that the description says that it "envelopes" the target, but that is it.

I am not being argumentative, I am just curious.


Hello All,

So I have a question regarding delivering a Coup de Grace to an opponent who has been effected by Ice Tomb.

Per Ice Tomb's description: "If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts."

The Paralyzed description states: "A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless.."

The Unconscious description states: "Unconscious creatures are knocked out and helpless"

So, if an opponent fails it's save against the Ice Tomb Hex it becomes helpless.

Now the rule for Coup de Gras states: "As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent..."

With all that, could a PC deliver a Coup de Grace to an opponent who has been effected by Ice Tomb? Also, how does the 20 hit points play a role, could I just subtract the 20 from what I role on my Coup de Grace?

Thank you in advance!


kestral287 wrote:
First off: Arcane Strike is a feat that adds damage based on your caster level.

I apologize, I mean Accurate Strike.


Hello All,

So I have a question. I am currently playing a Bladebond Hexcrafter Magus and I am curious on what everyone's thoughts are on regarding Arcane Accuracy v. Arcane Strike.

I am currently at level 11 and I know that I will have the ability to have both, but if could only have one, what would it be?

After looking at both I still can't decide what would be the best choice.

Arcane Accuracy: 1 PP = INT Modifier (+7, current Modifier, could be more at highler levels) to Attack Rolls

Arcane Strike: 2 PP = Attacks against Touch AC

So which one would be the best choice of the two?


Ok. Thank You!


Aydin D'Ampfer wrote:

Misfortune does not effect those that target the enemy afflicted with the curse. It only effects rolls that that enemy makes.

So if you were to try and punch a Misfortuned enemy, you roll normally. If they try and punch you, they roll twice, take the lowest.

Ok, but when it comes to "saving throws," how would that work?

An example would be if the PC cast Bestow Curse on a target that has Misfortune, regular rules would be the target would make a saving throw and then roll twice and take the lowest, but on the Unchained rules the target is not making the saving throw, the PC is making a spell attack roll. This is where I have my question.


Hello All,

I have question regarding the Active Spellcasting Variant Rule, "Spell Attack Roll", withn Pathfinder Unchained.

If the PC casts the Misfortune Hex (see below for Hex description) on a target and he/she hits, how will Misfortune work when it comes to future spell Attack Rolls against that target?

Misfortune (Su)
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Since the Hex is based on the target rolling twice and taking the lesser of the rolls, would that mean the PC would do the rolling and take the better of the two rolls (the opposit)?

Also, how would this work with other appilities/spells that would have the same effect?

Thank you in advance!


Imbicatus wrote:
Jonathon Thorpe wrote:
mplindustries wrote:

Sands of Time is a decent blast of damage with no save and it's on your spell list.

Ok, so I am not sure how the "age" thing works. I am looking for the information, but I can not seem to find it.

Also, can you "age" a construct?

Read the whole spell.

Quote:
If you cast this on an object, construct, or undead creature, it takes 3d6 points of damage + 1 point per caster level (maximum +15) as time weathers and corrodes it. This version of the spell has an instantaneous duration.

Ok. I see. Thank You!


mplindustries wrote:

Sands of Time is a decent blast of damage with no save and it's on your spell list.

Ok, so I am not sure how the "age" thing works. I am looking for the information, but I can not seem to find it.

Also, can you "age" a construct?


Hello All,

I am new to Pathfinder and our GM has hinted that, in our next encounter(s), my group and I will be going against a lot of Robots. I was looking over Robots (and Constructs) and I am noticing that there is not many things that I can do.

My Oracle is an level 11 Dual-Cursed Bones Oracle and is mainly de-buffing and most of my de-buffs fall under the below Traits that Constructs (since Robots are a special sub-type of constructs) have:
1) Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
2) Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
3) Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
4) Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

I do have some direct damage spells (some are Necromancy, see above), Buffs, and I can Animate Dead but that is it. The rest of the group is melee and I am the only magic user. I believe we will be fine, but I just don't want to be stuck doing almost nothing the entire encounter.

Also as a small side note our GM is very very lucky on rolls and I think is actively trying to kill us :)

Thank You in advance for the assistance.


Magda Luckbender wrote:

Sounds like you have the way of these rules. Thanks for the first time posting!

It's usually possible to maneuver tactically such that one can cast without being threatened. Thus, Combat Casting is hardly ever needed. There are better feats. That is how it works, though.

It's true that, if an enemy is already adjacent to you, you can't cast a spell and perform a touch attack the same round without either casting defensively or risking an AoO. But why would you want to? This situation doesn't come up very often, and is rarely a very effective option. A better option is to have some alternate plan in place for this specific unusual circumstance.

It's almost always better for an Oracle to convert Cure spells, not Inflict spells. They are a lot more useful. But that is how the rules work.

** spoiler omitted **...

Ok.

Question, how does using a longspear allows one to both cast a spell and attack in the same round?

Also, another question that I have is channeling and AoO. I know that Channel does not provoke an AoO, but what about spells that states "you channel negative energy" like Inflict Light Wounds? If I was only casting those spells, could it be argued that the Channel rule would apply?


OK.

If I want to do more touch spell casting should I go with the Combat Casting Feat?

Also, if it is not a defensive cast, what would I need to beat to pass a Concentration Check?? Is it the spells DC value or something else?


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Hello All,

This is my first time posting and I have just started playing Pathfinder, so I apologize if I am not understanding some of the rules.

I have a question regarding the above subject. I have decided to play an Oracle (Bones) mainly for the necromancy aspect but I have a question on the spell casting aspect. I have read the rules about AoO, casting in combat and Concentration Checks but I am still confused. I think I have it down but I ask if you all can help.

Here is how I think combet would work:
1) I move in to attack an ork.
2) Because I moved into range the ork will have an AoO.
3) He makes is AoO, but his roll+modifiers dose not beat my AC, so AoO fails.
4) I cast inflict light wound's. This gives the ork another AoO (due to spell casting causing AoO)
5) He makes is AoO and beats my AC, so it is successful.
6) This forces me to do a Concentration Check.
7) I do the Concentration Check and pass.
8) I then roll to Touch. It is successful.
9) Ork takes damage.

The other question that I have is exactly the same as above but without moving into combat. So I am already in combat and I am going to cast another Touch spell, what happens?

Everyones help is greatly appreciated.

Thank You