I'm DMing a Starfinder game and the party is facing an incapacitator robot. I just need some clarification about the rules because a few things are confusing me. In the first round, the robot managed to pin a player with a successful melee attack that was more than 13 above the player's KAC.
Also, related by separate question. The robot only has one action per round as far as I can tell but the description seems to suggest it could fire it's pistol while grappling someone. Can someone confirm for me that it can't use its pistol in the same round that it is attempting to maintain a pin? Thanks.
On the srd page for the Artificer class, there is a line that says "Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL." CL here presumably means caster level. So, artificers are allowed to create tech that can effectively imitate any spell, arcane or divine, up to 4th level. My question is, at what Artificer class level do they get access to each level of spell? Can they attain any spell? I'm interpreting caster level to imply duration, DC, damage dice, etc., but does it also imply access to spell level? Can a 1st level artificer create a lightning bolt gun?
Would it be possible to request individual items? I really, really just want to download Hall of the Flesh Eaters for a campaign I'm currently running. I can wait for the rest of the downloads for a time when things slow down, but I've tried to download this one item probably 15-20 times in the last three days with no luck.
The rule for Cackle says "Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round." If a witch cackles every round after successfully applying a hex, does that add 1 additional round every time? Or can it only add 1 round ever?
I assume I know the answer to this but I want to double-check with the community. I'll attach the image of what I'm talking about. If the player wants to travel from D2 to B3, I assume they must follow the path I have outlined in red, thereby receiving AoO from both enemies labeled C1 and C2. The player wants to travel diagonally directly from square C2 to B3, thus eluding an AoO from enemy C2. I am correct to believe he can't do this because technically he would moving through a square occupied by an enemy, even if its only half the square, right? [IMG]http://i1123.photobucket.com/albums/l555/eirefrance/iowdhqwoqehdfeuihcfe_zp scb4c9fbd.png[/IMG]
http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat Based on the prerequisites, I don't see why any weapon that could be "finessed" can't be used with it. I have a player in the Jade Regent AP that wants to use it. I'm inclined to let him, but I'm curious why it was restricted to scimitars only before I do, in case I'm missing a legitimate reason why it should be restricted.
RDM42 wrote:
But it's not limited to 1 extra round per hex; it goes as long as the witch cackles (plus 8 rounds afterwards), right?
So, one of my players readied an action that says the following: "Ready Action: Evil Eye vs Attack, Evil Eye DC16 or -2 attack for 8 turns, mind-affecting.
Well, in the next round, a previously unseen enemy (an ettercap on the roof) drops a dead body into room. It lands right next to the player with the readied action, invoking a save vs fortitude or the player is sickened. I'm wondering if I should have him use the readied action on the dead body, which is a hostile, if inanimate, target. Certainly, dropping from the ceiling implies an attack. What I would do is make him roll a perception check with a DC of 10 to see if he realizes what it is before he uses his readied action. Does this seem fair?
So, making an Acrobatics check allows one to move past a foe without attracting an AoO, with one caveat: "You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor." One of my players is in difficult terrain and threatened and wants to move squares. However, the Core Rulebook says: "Move 5 Feet through Difficult Terrain
He is knee-deep in a pool inside a cave complex, the floor is slightly slick. After posting a question earlier on this messageboard, I determined that counted as difficult terrain. However, the above paragraph says "in some situations..." So, I have two questions: 1) It it ONLY the speed reduction caused by armor that negates that ability, or any speed reduction? 2) Would this be considered difficult 'enough' to hamper a player's movement to the degree that he attracts an AoO?
If a first level cleric wants to use a scroll with Cure Moderate Wounds, the Core Rulebook says "If she meets all three requirements but her own caster level is
So, Cure Moderate Wounds is 2nd level spell, requiring the cleric to be 3rd level before he or she can cast it. Does that mean the DC is 4 (3+1) or 14? And does the caster get a wisdom, use magic item or spellcraft bonus to their check?
redward wrote:
Not that I see.
So, Pathfinder doesn't have rope use like 3.5 (at least, as far as I can tell) if you want to tie someone up as a prisoner. The Core Rulebook has a section on "Tie Up" described this way: Tie Up: If you have your target pinned, otherwise
So, from my reading, it would work like this: If the target is unconscious or not resisting, he or she is automatically tied up, no check is necessary. And no matter how skilled or unskilled the person tying them up is at using ropes, the DC to escape is related only to the Combat Maneuver Bonus of the person doing the tying up. However, if the target is conscious, you would have to make a CMB vs CMD roll like any other grapple check. Is this a correct reading of the rule? And, if so, why would how good you are at grappling affect how good you are at tying an unconscious person up?
I just started DMing the Brinewall Legacy. In the first section, Fires over Brinestump, a map of Brinestump Marsh is included with letters for all important locations in the swamp. Every lettered location in the "In the Marsh" section is on the map, except for "L", the Brinestump Caverns. I don't see it on the Brinestump Marsh map or on the Sandpoint hinterlands map. The description just says that its along the cliff. Is this a misprint, or are the caverns not quite on either map? |