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I don't understand how complex hazards roll initiative when triggered while already in encounter mode. Suppose the players have already rolled initiative. We're on initiative count 15 and half the PCs have already taken their turn. Then the complex hazard's reaction is triggered. It takes its reaction, then rolls initiative. Does it really go on the initiative it rolls? This leads to some bizarre outcomes. For example, the hazard would rather get a 14 than a 16. On a 14, the hazard gets to do its routine almost immediately, basically as soon as the current player finishes their turn. On a 16, the hazard goes only after all PCs have had a chance to take their turns. Is the initiative rolling only for when the hazard is triggered from exploration mode? Or is the hazard really in this strange position where lower initiative might be better?
I do not understand how the Wellspring Gnome feat works with First World Magic. Wellspring Gnome wrote: Choose arcane, divine, or occult. [...] Whenever you gain a primal innate spell from a gnome ancestry feat, change its tradition from primal to your chosen tradition. First World Magic wrote: Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. Supposing you choose "arcane", do you choose a cantrip from the primal list and cast it as arcane? Or do you choose a cantrip from the arcane spell list? And does this cantrip serve as a prerequisite for First World Adept (which requires "at least one primal innate spell"?
The cracked dusty rose prism ioun stone from Pathfinder Campaign Setting: Seekers of Secrets (2009) costs 500 gp, and grants a +1 competence bonus to initiative. It really gets on my nerve that this item, from a PFS-centric book in 2009 in a larger section on ioun stones, is now a virtually standard buy for adventurers. I can understand items like the ring of protection, cloak of resistance, and so forth being commonplace, but does every adventurer really walk around with a cracked ioun stone? As an alternative for my homebrew campaign, I'm thinking of making a slotted item that provides the same thing, a competence bonus to initiative checks. If a slotless +1 bonus is 500 gp, I figure a version that takes up a slot should be 250 gp for a +1 bonus, 1000 gp for a +2 bonus, and generally 250x^2 gp for a +x competence bonus to initiative. Does this sound reasonable? Furthermore, what slot should it be? I'm thinking shoulders slot, or maybe neck slot. Definitely should be one of the good ones.
This spell is from the Advanced Class Guide, pp. 181-182: Feast on Fear wrote:
Question: What kind of action is it to target a new creature? Is it a swift action like eyebite, a free action like analyze dweomer, or a standard action to concentrate like implosion? EDIT: Quoted the entire spell entry.
One of my players asked me this question, and I'm kind of interested in finding an answer. Suppose someone uses a polymorph effect, such as wild shape, to turn into a creature whose melee attack line includes elemental damage. The example is a Viper Vine - its melee attack line says Bestiary 2 wrote: Melee bite +23 (2d6+8/19–20 plus 3d6 acid), 4 tentacles +21 (1d6+4 plus grab) This acid damage is never explained, not under "Special Attacks" nor anywhere else in the stat block. So, suppose I used plant shape III to turn into a Viper Vine - am I granted a bite attack that does acid damage, or not?
Can a sylph ninja with the Cloud Gazer feat from Advanced Race Guide see through her own smoke bomb? Smoke is not precisely fog, mist, or cloud; but Smoke Bomb creates an non-magical effect like a smokestick, and a smokestick works like fog cloud. Relevant rules: Cloud Gazer wrote: Benefit: You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty. Smoke Bomb wrote: Smoke Bomb (Ex): This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point. Smokestick wrote: This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
Ki Focus wrote:
I've seen other threads agonizing over the fact that "special ki attacks" is vague as could be, but I haven't seen a specific response to my question. And that is this: While the Stunning Fist feat is called out specifically by this description, does it still count as a "special ki attack" if it's being used by someone who's not a monk and has no ki pool? Would, say, a fighter with the Stunning Fist feat be able to pick up a ki focus greatsword and Stunning Fist through it?
Have a couple of questions about feats from Ultimate Magic that apply to inquisitors. They seem to enhance inquisitor class features, but as feats, their interaction with other spells and magical effects seems strange. Thoughtful Discernment wrote:
In this example: does the king get a will save? If so, is it retroactive? What happens if the king was a bard who had glibness on when he made the statement, but not when you use the feat -- do you need a caster level check, or not? If the king had a bonus or penalty to will saves at the time, does he apply that when you use this feat? What if you use this after the king is dead? Eyes of Judgment wrote:
Do normal defenses against alignment detection, e.g. ring of mind shielding, undetectable alignment work against this feat?
Here's a homebrew spell I'm thinking of adding into my game world. What do you think about it, balance-wise? Is it too powerful/weak for a second level spell? Thanks for your thoughts! homebrew wrote:
Ultimate Equipment wrote:
The question I have is about the part in bold. If the evil wearer of a mail of malevolence channels negative energy using of the Channel Smite feat, does she still heal that much damage? Or do you have to channel into an area in order to gain that benefit?
I'm a GM who has generally only run games for players who were relatively new, or not particularly concerned with character optimization. This game is going to be for a group of experienced, high-power players, and one of them has requested that it be run starting at a moderately high level like 12 (which means they'll have even more opportunity to craft killer PCs). If anyone has any tips for how I can adapt to a higher-powered group, they'd be much appreciated. I do have a specific question as well. One of the players has said he wants to go gnome monk for the Bewildering Koan feat, which looks like this: Bewildering Koan wrote: As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating. If the creature fails its check, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round. Is this broken or is it just me? It looks like it says the monk gets to shut down the boss every round at the cost of a ki point and a swift action. It wouldn't be hard to get an outsized bluff check, high enough to automatically beat anyone without full ranks of Sense Motive. I'm tempted to ban or nerf the feat, possibly making it a standard action or restricting it to once per minute or something. But I'm cautious about limiting the players. I'm trying to balance my fear of stifling their creativity or fun with my fear that they'll wipe the floor with anything I throw at them. I thank you for your advice. |