Khonnir

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Thanks everyone it’s finally clear. I guess I have to visualize it like actions that get refreshed instead of a 1 round duration use.


Claxon wrote:
Yonman wrote:
Tom Sampson wrote:
It resets when the character takes its turn. Generally, "one round" refers to the length of time until your character's next turn. (1 round does not include your next turn, but ends right before your turn starts.) Although to be exact, it refers to the length of time until your character's position in the initiative at the time of the effect comes up, which, to put it more simply, just means that if you delay your turn, the duration of a round still expires when your turn originally would've begun, instead of lasting longer until your now delayed turn begins. (Just for the sake of avoiding any misunderstandings, I should like to state that being stunned/asleep/etc is not delaying your turn. Those turns still happen but do nothing. Delaying your turn is a special initiative action.) Still, for the purposes of attacks of opportunity, 1 round is commonly taken to be the length of time right up until your next turn, even if it is delayed.
Okay, so in my example, Would Opponent A get the AoO from Player B?
Not unless they had combat reflexes. Which is an extremely popular feat.

I think your previous statement contradicted what I was originally asking because you said that Opponent A could NOT make an AoO on Player B even though his AoO was "reset" during his combat turn.

Alright, so basically your AoO reset each time your turn comes up regardless if you have already made one in the same combat round.

It still confuses me when it says "An attack of opportunity is a single melee attack, and most characters can only make one per round." When clearly you can make two AoO in the same combat round.


Neriathale wrote:
Yonman wrote:

Okay, 2nd example:

1st Combat Round
1. Player A
2. Opponent A
3. Player B

2nd Combat Round
1. Player A
2. Opponent A
3. Player B

1st Combat Round Player A AND Player B provokes AoO from Opponent A in BOTH the 1st and 2nd round of combat.

Opponent A would only get an AoO from Player A in Round 1 and Player B in Round 2 correct?

Think of it as all characters getting a number of tokens to use at the start of each turn. The AoE token can be used at any legal point till the start of their next turn.

Assuming this is the first round of combat, and everyone gets one attack and one AoE (i.e. no combat reflexes) then
Player A acts. Opponent cannot take AoE as he is flat footed
Opponent A acts. He has an AoE ‘token’ to use between now and his next action.
Player B attacks. If he provokes an AoE opponent can choose to use it.
Player A acts for second time. If he provokes and opponent didn’t use his AoE on player B opponent can use AoE on him.
Opponent acts. His AoE refreshes.

Does that make sense?

All of that makes sense but in summary it's by Combat Round not by turn order correct?

Example #1(assume that there is no flat footed 1st turn)

Combat Round 1
1. Opponent A
2. Player A
3. Player B - Provokes AoO on Opponent A

Combat Round 2
1. Opponent A
2. Player A - Provokes AoO on Opponent A
3. Player B

Opponent A can make AoO on Both Player B and Player A because its two different Combat Rounds.

Example #2(assume that there is no flat footed 1st turn)

Combat Round 1
1. Player A - Provokes AoO on Opponent A
2. Opponent A
3. Player B - Provokes AoO on Opponent A

Combat Round 2
1. Player A - Provokes AoO on Opponent A
2. Opponent A
3. Player B - Provokes AoO on Opponent A

Opponent A can ONLY make AoO on Player A in Round 1 and Player B in Round 2


Okay, 2nd example:

1st Combat Round
1. Player A
2. Opponent A
3. Player B

2nd Combat Round
1. Player A
2. Opponent A
3. Player B

1st Combat Round Player A AND Player B provokes AoO from Opponent A in BOTH the 1st and 2nd round of combat.

Opponent A would only get an AoO from Player A in Round 1 and Player B in Round 2 correct?


Claxon wrote:
Yonman wrote:
Tom Sampson wrote:
It resets when the character takes its turn. Generally, "one round" refers to the length of time until your character's next turn. (1 round does not include your next turn, but ends right before your turn starts.) Although to be exact, it refers to the length of time until your character's position in the initiative at the time of the effect comes up, which, to put it more simply, just means that if you delay your turn, the duration of a round still expires when your turn originally would've begun, instead of lasting longer until your now delayed turn begins. (Just for the sake of avoiding any misunderstandings, I should like to state that being stunned/asleep/etc is not delaying your turn. Those turns still happen but do nothing. Delaying your turn is a special initiative action.) Still, for the purposes of attacks of opportunity, 1 round is commonly taken to be the length of time right up until your next turn, even if it is delayed.
Okay, so in my example, Would Opponent A get the AoO from Player B?
Not unless they had combat reflexes. Which is an extremely popular feat.

Okay so the "round" starts with the same COMBAT round and then carries over until the Opponent's 2nd COMBAT round. It's not purely based on the Opponent's next turn.


Tom Sampson wrote:
It resets when the character takes its turn. Generally, "one round" refers to the length of time until your character's next turn. (1 round does not include your next turn, but ends right before your turn starts.) Although to be exact, it refers to the length of time until your character's position in the initiative at the time of the effect comes up, which, to put it more simply, just means that if you delay your turn, the duration of a round still expires when your turn originally would've begun, instead of lasting longer until your now delayed turn begins. (Just for the sake of avoiding any misunderstandings, I should like to state that being stunned/asleep/etc is not delaying your turn. Those turns still happen but do nothing. Delaying your turn is a special initiative action.) Still, for the purposes of attacks of opportunity, 1 round is commonly taken to be the length of time right up until your next turn, even if it is delayed.

Okay, so in my example, Would Opponent A get the AoO from Player B?


So here's the scenario in combat turn order:
1. Player A
2. Opponent A
3. Player B

Player A provokes and AoO from Opponent A. Opponent takes it's turn. Player B provokes an AoO from Opponent A. Does Opponent A get another AoO?

Is the refresh of 1x/round reset when the opponent takes it's turn or one round from when it was provoked, i.e. on Player A's next round?


Thanks that clears it up


If a slayer has proficiency in heavy armor can he use the ranger combat style feats if he chooses the slayer talent - Ranger Combat Style?


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Can barbarians rage in heavy armor. Other than not having proficiency are there any other hindrances?


Firebug wrote:

If you continue reading Hideous Laughter, it says "This is a full round action that does not provoke attacks of opportunity." So, the "creature" in your example text is the subject not the caster. You can't take a full round action on an opponents turn without some fun shenanigans going on.

So they both function the same way, ie PC A gets a save on it's next turn. Just that Hideous Laughter gives a single extra save on round 2 (and not later rounds) and Hold Person is a new save every round.

I don't think my question is clear.

Hideous Laughter states it gets a saving throw on the creature's NEXT turn and Hold Person states EACH round on it's turn.

Therefore:
Round 1

Initiative 10 - Mob A Casts Hold Person on PC A and fails
Initiative 9 - PC A - Does he get a saving throw as a full round action against Hold Person?

2nd Example
Round 1
Initiative 10 - Mob A Casts Hideous Laughter on PC A and fails
Initiative 9 - PC A - no saving throw against hideous laughter

Round 2
Initiative 10 - Mob A
Initiative 9 - PC A - Gets 2nd saving throw against Hideous Laughter


Hideous Laughter: On the creature’s next turn, it may attempt a new saving throw to end the effect.
Hold Person: Each round on its turn, the subject may attempt a new saving throw to end the effect.

Example Initiative:
Round 1
Mob A - Casts Hold person on PC A. PC A Fails saving throw
PC A
Mob B

1. In the example above, would PC A get a second saving throw vs Hold Person on round 1?

2. If the spell was Hideous Laughter, would PC A get a second saving throw in round 2?


Delay Affliction (Su): Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day.

Since this is an immediate action, does the PC take ability damage/drain on the initial saving throw? Or does everything, whether or not you take damage, get nullified for an hour?


Immediate Repositioning (Ex)
At 13th level, as an immediate action, a tower shield specialist can reposition his tower shield to another facing, but he cannot use this ability to interrupt an attack.

This ability replaces weapon training 3.

So if you get total cover for all attacks, do the attacks automatically hit your shield and cause damage?
Or is it simply a failed attack against the fighter?


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Joining the Guard
The PCs have an opportunity to join the Korvosan Guard during Chapter 1. If you wish, you can use the Organizational Influence rules found on pages 109–114 of Pathfinder RPG Ultimate Intrigue to track the PCs’ place in the organization, using the stats below. The rate at which the PCs can earn influence points and favors in the Guard is left to you.

KORVOSAN GUARD
LN strong (Chapter 1), moderate (Chapters 2–3), or weak (Chapters 4–6) organization
Size 700 members (at start of Chapter 1)
Key Members
Field Marshal Cressida Kroft (LN female human aristocrat 1/fighter 9)
Values The Korvosan Guard values order, bravery, and honor, but also appreciates those who can think for themselves and do not blindly follow orders.
Public Goals The Korvosan Guard seeks to protect the citizens of Korvosa and the city itself from all dangers.
Private Goals The Guard wishes to prevent any one person or organization from achieving too much power in Korvosa; during this campaign, this increasingly places the Guard at odds with the monarchy.
Allies Church of Abadar, Church of Pharasma, Sable Company Enemies Queen Ileosa, Gray Maidens, Queen’s Physicians, Red Mantis
Membership Requirements Membership into the Korvosan Guard normally requires months of training, but in the PCs’ case, Cressida grants membership during Event 9 of Chapter 1 (see page 36).

Influence Limitations In order to achieve Rank 2, the PCs must show that they are not Queen Ileosa’s agents (helping Trinia escape at the end of Chapter 1 achieves this). In order to achieve Rank 3, the PCs must perform a great service to Korvosa’s citizens (helping to end blood veil at the end of Chapter 2 certainly counts). If the PCs wish to advance to Rank 4, they must take a personal stance against the queen that puts their own lives at risk (publicly accusing her of engineering blood veil is not enough unless the PCs have indisputable proof, but rescuing Neolandus Kalepopolis at the end of Chapter 3 also counts).

Benefits The following benefits don’t include the specific rewards written in the adventure.
Rank 1: borrow resources (100 gp), gather information
Rank 2: borrow resources (500 gp), recovery 1, retrain
Rank 3: borrow resources (1,000 gp), command team (1d6 3rd-level martial NPCs), recovery 2
Rank 4: borrow resources (2,500 gp), recovery 3

New Benefits The Guard grants the following uncommon benefits.

Recovery 1: If the PCs spend a night recovering in Citadel Volshyenek (Chapters 1–3) or the Dead Warrens (Chapters 4–6), healers among the Guard restore all lost hit points and each PC can benefit from one of the following spells: lesser restoration, remove blindness/deafness, remove curse (CL 5th), or remove disease (CL 5th). This benefit isn’t available during Chapter 2 due to limited resources.

Recovery 2: Add break enchantment, restoration, and raise dead to the spells available to a PC during a night of recovery. The borrow resources benefit can be used to cover or defray the cost of expensive material components for spellcasting.

Recovery 3: Add heal, greater restoration, and resurrection to the spells available to the PCs during recovery. Retrain: See page 117 of Pathfinder RPG Ultimate Intrigue.


Moonlight Stalker Master (Combat)
You leave your opponents swinging at shadows while you slide elusively through the darkness.

Prerequisite: Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Moonlight Stalker Feint, Bluff 9 ranks, darkvision or low-light vision racial trait.

Benefit: While you have concealment, your opponents’ miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action to move 5 feet, this movement does not provoke attacks of opportunity and does not count as a 5-foot step.

So if your opponent has a full attack and he misses you on his first attack, you take a 5 foot step away from him and out of his threatened space does he lose the rest of his attacks on you?


So I understand that the enhancement bonus of the black blade goes up, but you can also increase it by using your arcane pool correct? Does it override the original bonus or does it stack?


Defensive stance States:
A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear’s endurance, do not increase the total number of rounds that the stalwart defender can maintain a defensive stance per day.

A belt of mighty constitution is considered a "permanent" increase after 24 hours?


Suppose Opponent A charges Opponent B.
Opponent C readies an action to move if Opponent B is charged.

So if Opponent C moves in between Opponent A and B, what is Opponent A's Charge outcome?


How does Laori Vaus summon shadows with her Summon Monster spell?


So, does trample work with Evasion since it's a reflex save?

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Trample (Ex)
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.


So I understand that each +2 headband has an associated skill that gives the wearer maximum ranks in it.

My question is does the same wearer get the additional skill points to spend from having the increased intelligence as well?

Headband of Vast Intelligence


Say an opponent is using dispel magic to counter your spell and another party member has a readied action to counter, can he counter the opponents dispel magic spell used to counter your spell?


Tottemas wrote:
you use the entire attack bonus of your phantom, STR/DEX included. just calculate it as if your phantom is the one making a slam attack even though it isn't manifested at the moment.

Okay, second question. What about things like items the phantom has, spells on both the spiritualist AND the phantom, and activatable feats if the phantom has Power attack


Tottemas wrote:

"So is this as if the Phantom was attacking? I.e. If the Phantom has weapon focus or improved natural attack (tentacles) could it increase everything or is it based off of the Spiritualist?"

yes, as if the phantom was attacking.

so you would benefit from the phantom having weapon focus or a Greater Magic Fang cast on it, but you wouldn't benefit from a Heroism spell cast on yourself.

Okay, so what about the ability modifier of the Phantom? Does this apply or do you use the Spiritualist ability modifier?


Ectoplasmic Bonded Manifestation: When a spiritualist uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance. At 8th level, the spiritualist also sprouts a pair of ectoplasmic tendrils from her body. Once per round as either a swift or a standard action (spiritualist’s choice), the spiritualist can use one or both tendrils to attack creatures within her melee reach (using the attack bonus and damage dice of her ectoplasmic manifested phantom) or to manipulate objects. She can even use that action to have one tendril make an attack and the other manipulate an object, as long as that object can be manipulated with one hand. At 13th level, the phantom’s ectoplasm clings to the spiritualist like a suit of armor. This grants the spiritualist a +6 armor bonus to AC without imposing an armor check penalty, an arcane spell failure chance, or any reduction in speed. At 18th level, the spiritualist can take a full-round action to attack all creatures within her melee reach with her tendrils (using the attack bonus and damage dice of her ectoplasmic manifested phantom). When she does, she rolls the attack roll twice, takes the better of the two results, and uses that as her attack roll result against all creatures within her melee reach. If the better attack roll threatens a critical hit, the spiritualist chooses one target that she hit to confirm the critical hit against. The other attacks that hit are considered normal hits rather than critical threats.

So is this as if the Phantom was attacking? I.e. If the Phantom has weapon focus or improved natural attack (tentacles) could it increase everything or is it based off of the Spiritualist?


Where does the Upasunda insight bonus to AC come from?


So a fighter with an Intelligence of 8 gets hit with a maze. Am I correct in assuming that he can't escape for 10 minutes because he could never get a 20 on an ability Intelligence check?


SO i'm playing Strange Aeons the Adventure path and the party gets hit by a Haunt as detailed below:

CONDEMNATION OF FAILURE CR 13
XP 25,600
NE unyielding haunt (60-ft. radius)
Caster Level 13th
Notice Linguistics or Perception DC 25 (for affected creatures to be able to see the words begin to crawl and glow)
hp 26; Trigger proximity; Reset 1 hour

Effect When this haunt triggers, dozens of inscriptions begin to glow and project illusory vignettes of the failures they record. Each of the affected creatures sees one of its own failures, subjecting it to a crippling wave of regret and nihilistic despair. All creatures with an Intelligence score of at least 3 in the haunt’s area gain 1d4 negative levels (DC 16 Fortitude half).
Special Unlike most haunts, the condemnation of failure resists its victims’ attempts to neutralize it. It attempts a saving throw with a +15 bonus against any attempt to neutralize the haunt before it manifests. Any time the haunt succeeds at such a saving throw against an effect that would normally deal it damage, the haunt instead takes no damage.
Destruction The haunt is destroyed if Aeptolinu is dead and a nonevil creature casts atonement while inside the haunt’s area to purge it of its guilt.

It doesn't distinguish if they receive temporary negative levels or permanent, so my question is does it always start out as temporary? How do I interpret what these negative levels start out as?


Diego Rossi wrote:
yonman17 wrote:
Okay then if my players are going to a location they think is 400 miles south east, how exactly do i determine where they end up if they’ve never been there before?

They determine where they try to go the same way people did before the development of modern navigational tools.

"Our destination is 400 miles to the SE. That is approximately an 8 hours walk while Shadow walking. The maps says that halfway there we will reach Mount Fang, its shadow will be visible, so we can check if we are en route. Then there is the Dark Woods, they should be even darker in the Shadow planes. When we leave them when we will be in our destination area."
Not precise, but when your destination is "about 400 miles SE" that is what you get.

Then you decide or roll some dice to see how much "off-target" they are.

You can have them make some skill checks (something like the lowest value between Knowledge Planes and Knowledge Geography) to see if they can narrow the area or if they end off course by a wide margin.

In some of the latter books, there are rules for exploring an unknown area, those can help you decide what they meet.

Okay so let's assume the said destination is somewhere 400 miles south east. They have no map, no landmarks. How would you determine how off course they are to the destination. I was thinking of using Survival and the "Getting Lost" rules, but there isn't any random distance/direction rules for where they end up if they are lost.


Shadow Walk
Wind Walk

Do I understand this correctly that both of these spells basically give people an incredible speed whether it's overland movement or in combat movement?

Shadow walk is 50 miles/hour is 440 feet/6 seconds.
Wind walk is 60 miles/hour is 528 feet/6 seconds.

I have a group that is arguing that you have increased speeds even in combat.
If that's the case this spell is ridiculously overpowered.

Second, for Shadow Walk, are you essentially invisible to those on the Material plane when you're traveling on the shadow plane?

Does the shadow walk spell go from Point A to Point B and then end shunting them in a random direction or can you go back and forth between the material and the shadow plane without the spell ending?


I see the direction that one can interpret as either/or:

1) Spell is distinctly only said movement per round and not per move action
OR
2) Spell moves a certain distance based on a move action. Therefore the caster can take two move actions.


Azothath wrote:

Alchemist Promethean archetype

see Sympathetic Alchemy (Su) at 1st level.

Use Magic Devices and get a wand of Make Whole


Didn't see Azothat's reply, so I guess since it just says only 30 feet per round it doesn't matter how many move actions you have it's bound by the spell's description


It's a Construct, so by definition under constructs:

Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality


Certain spells you need a move action to direct a spell such as Flaming Sphere.

Since it says "The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns.", does this imply a caster can spend two move actions to move it up to 60 feet in one round?


Mysterious Stranger wrote:

Divine spellcasters prepare their spells in largely the same manner as wizards do, but with a few differences. The relevant ability for most divine spells is Wisdom (Charisma for paladins). To prepare a divine spell, a character must have a Wisdom score (or Charisma score for paladins) of 10 + the spell's level. Likewise, bonus spells are based on Wisdom.

The above sections states that Divine spell caster prepare their spells in largely the same manner as wizards do. That means by default the divine prepared caster follows the same rules as a wizard. Any changes to how their spells work have to be specified or they are still subject to the same rules as the wizard.

The reference to losing prepared spells is under the Arcane Spells section. There is no mention under the Divine spells section upon death and loss of spells.

I guess I shouldn't assume that using Breath of Life causes a loss of spontaneous spell slots, but I find it weird that Raise dead makes them lose 50% of them.

Mysterious Stranger wrote:
The Arcanist is treated like a wizard for this.

So you are categorizing an Arcanist as a wizard so it would lose all prepared spells but None of their spell slots? What conclusion do you have to determine this outcome.


Okay, what does an Arcanist lose when he dies with respect to his prepared spells and spell slots.

Death and Prepared Spell Retention (Arcane casters)
If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy when it recovers the character.

Nothing is listed for Divine spellcasters so I assume they retain the spells.

Raise Dead

I assume the following happens to these classes if resurrected by Breath of Life
1. Wizards = loses all spells
2. Sorcerers = loses all spell slots (from the reference of Raise Dead)
3. Divine casters = retains all spells

Raise dead
1. Wizards = 50% chance of losing each prepared spells
2. Sorcerers = 50% chance of losing each spell slot
3. Divine casters = retains all spells

So, big question. What happens to Arcanists? Do they lose their prepared spells AND their spell slots upon death?


Why is a Bhole's natural reach 60 feet?

Bhole


Senko wrote:
Diego Rossi wrote:

It is an 11-year-old thread.

That said, the easiest solution is to check the internet for the breaking point of hemp rope.
Surprisingly it requires a bit of research (I was really surprised seeing that the hemp ropes sold on Amazon don't list their breaking point), but it is still on the first page of a Google search:
- hemp rope with a diameter of 0.78" weights 1 lb for 7.5' of length and has a breaking load of 4092 lbs;
- hemp rope with a diameter of 1.17" weights 1 lb for 3' of length and has a breaking load of 5840 lbs.

In-game hemp rope weighs 10 lbs for 50', so 1 lb for 5' of rope. It is midway between the two. To make it simple, we can say it has a breaking load of 5,000 lbs.
That is the value of new or well-kept rope, for the often abused adventure's rope we can play safe and say it is about 2,000 lbs. Beyond that, there is a risk of it breaking.

I'm now inclined to search the breaking point of spider silk.

Why would you make regular hemp rope a higher weight capacity than a Rope of Climbing which is a magic item?


I saw that the Zygomind has the Entrap ability but what causes this Entrap to occur? i.e. is it a physical attack?


The problem with everyone's numbers is a rope of climbing says it can carry up to 3,000 lbs.

This value is significantly lower than some of your projected values above. I therefore have used a hemp DC 23 STR check to equal the max load it can carry, i.e. 600 lbs.
Then, just made it simple, I said if you shorten the length of a 50' long rope to 25' by doubling up on the rope you can carry 2*600 = 1200 lbs of weight.


Belafon wrote:

Are you asking if you can use the ability on yourself if you are paralyzed, or if you don't have a hand free? The consensus is "no." Paladin lay on hands is worded very similarly and definitely requires a free hand.

Not to say people won't try to split the language to argue the opposite.

Yes, and thanks for the clarification.


Touch Treatment (Su)
At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.

If you cast it on yourself are you always considered to be touching yourself?


I have a question for the Undercity sections D2 and D6.

D2. Defaced Gallery (CR 14)
The passage to the south leads to area D1, the north exit
leads to the south entrance of area D3, and the eastern
passage splits into two routes that lead to the west and
northwest portions of area D6.

D6. The Guardian Gat e (CR 14)
The west and northwest tunnels lead to the eastern
forked halls of area D2.
The northeast tunnel leads to the
southern entrance in area D4. The southeast hall leads to
the west entrance of area D7.

I can't post a picture of a map here on the forums but I don't understand in area D2 what two passages they are referring to since the "split" references a "Y" intersection that trails off to the southwest.


Christopher Van Horn wrote:
It's a specific call out in the rules because many creatures have advantages in that way that would make a character much more powerful. They are "natural" but specific trumps broad and, in this case it seems very straight forward that you just can't do it. It probably also disallows Rend, rake, and pounce as those technically allow extra attacks. They wised up by the time they put out the summoner class. They stopped allowing all the natural attacks for free from being a thing as it was way to strong for a pure martial to get these abilities on top of what they already have.

I'm going to assume natural and automatic abilities would be similar to say all "Ooze" Traits. They would be blind, not affected by critical hits, but still susceptible to mind-affecting abilities for instance.


Possession spell

It says you retain the natural abilities and automatic abilities of the creature. What constitutes "natural" and "automatic"
You don't get more attacks with more limbs, I would assume that is "natural".


So, what if one of your party members has an intervening object, does the entire group get relocated or just that one person?


Does this require a standard action to use or is it just like looking through an object.

Could a fighter still fight while looking through one?


Dimension Door states: If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

So if you're on the 2nd floor of a building, could it conceivably teleport you onto another floor?

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