Kalindlara wrote:
I agree with your explanation, that is how i understood the spell description in the first place. I just find it odd that my DM would interpret it otherwise.
On a related situation can a paladin with normal sight use detect evil and smite evil on an invisible opponent for example an invisible quasit? My DM told me that my paladin couldn't since the paladin could not target the quasit with smite, and detect evil would not work since he couldn't focus on the quasit if he doesn't know where it is. Additionally there is a spell that is specifically used to detect invisible opponents which is detect invisibility.
Maybe because of these: Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Not to nitpick but would the swarmbane clasp still work against the worm that walks (a vermin subtype). Since it is only effective against swarms. It says so here.: Type: The base creature’s type changes to vermin. It gains the augmented subtype. Do not recalculate BAB, saves, or skill ranks. Worms that walk are intelligent and do not possess the standard mindless trait of most vermin. Note that while a worm that walks has the ability to discorperate into a swarm, and while its body is made up of countless wriggling worms, it does not itself gain the swarm subtype.
This was his reason.: Worm that Walks Traits: A worm that walks has no discernible anatomy, and is not subject to critical hits or flanking. Reducing a worm that walks to 0 hit points causes it to discorporate (see below)—a worm that walks at 0 hit points is staggered, and one at negative hit points is dying.Worms that walk are immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by the worm that walks itself, which treat the worm that walks as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against a worm that walks, since the creature’s individual components share a hive mind. A worm that walks takes half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Worms that walk are susceptible to high winds—treat a worm that walks as a Fine creature for the purposes of determining wind effects. |