digitalpacman's page

96 posts. No reviews. No lists. No wishlists.




I don't know if I missed anything. And I didn't exactly know what to do else. I see now I probably could have given a heavy handed hint but in the moment I didn't think of it.

I forget how to do spoilers, but this is all spoilers.

[spoilers]My group went straight from Akrivel to the elephant people, then straight to the the cinderclaw fortress. Then they made a boat and sailed through the shell. They then TPK'd. I now see that I should have seen it coming and maybe had a bird fly into it and die.

What is it that I missed about the campaign to prevent this behavior? There's no clues, no indication, nothing. And the directions given initially pretty much influence this behavior. They are only told about the elephant people. So naturally they could easily pick to go there first. Then easily choose to follow the river east. Running straight into the fortress.
[/spoilers]


I ask this question because it sounds silly if you can, but by RAW it sounds like you can.

Picture two standard level one commoners about to get into a fight and are 30 feet from each other, they have swords.

One readies the action "Attack and 5-ft step back when attacked".
The other charges, and his attack is interrupted.

The first commoner then attacks, and backs up. He is now out of range.
The second commoner can no longer make a valid attack at this point, and loses his attack.

The first commoner can continue this, forever, and never get attacked. Which means in the pathfinder RAW system it's impossible to approach and attack anyone who knows about this.

Is this just a mistake? Personally I am not going to allow it in my games.


I know that sometimes it's listed in a stat block, like for undead traits, that calls it out separately, but the universal monster rules has damage and drain under the same section.

So should creatures immune to ability damage also inherently be immune to ability drain if not listed? I would assume that the undead trait states it that way, as a way to overrule general common sense about it and allows for ability damage to be applied to mental scores.

This question is sparked from the tarrasque's stat block. It says immune ability damage, but not drain. And with an int of 2... if you find int drain (which I'm looking for) then you can one round him and he's dead forever... which makes his "lore" real stupid. Because everyone that matters in the known universe would no longer fear the tarrasque, at all, and he wouldn't have the "almost impossible to kill" lore.


1) Is the Loyalty Penalty for failing the check to reduce unrest for the Royal Enforcer permanent?

2) Can you build terrain improvements in a city hex?


10 people marked this as FAQ candidate.

Are special abilities affected by the recent casting limit?

My main concern is ki points for a monk, but the question is also general.

I cannot find anything in the forums about it searching for these key words and feel like it should at least have a thread in here about it.

I feel like I've read somewhere that james jacob stated that the "recent casting limit" is a general limit that applies to all abilities that are on a daily cycle, in order to prevent "abusing" the system.

If I am a monk, and we are attacked at night half way through the night, and I use ki, are those taken away from my daily allotment.

What if I am a sorcerer and I use my SLAs during an interuption?

What if I am a cleric and I use my channels during an interuption?


7 people marked this as FAQ candidate.

I don't know what would balance this out, but recently I have realized how strong web truly is.

In 3.5 web would entangle, but no movement allowed, and cause spell casters to make a concentration check to cast.

In pathfinder, web causes a GRAPPLED condition. This prevents ALL SPELL CASTING of somantic or material component spells.

This seems like an EXTREME change, since casters typically have low CMB.

If your campaign setting uses real spell casters, not ones that use SLAs, then web can permanently ruin the campaign.


Does the ride check from the mounted combat feat still suffer from the armor check penalty? Seems sort of lame to me that it does. It would be extremely lucky for a person in armor to be able to utilize this feat.

Right now a level 3 paladin with -6 check (banded mail and mwk light shield) can have +1 ride bonus.

Creatures at CR 3 range from +5 to +9 to hit. That is a bit weighted in the creatures favor, just to save the mount from dying. Mounts at low level have such low HP it becomes really critical to protect them.


I cannot find anywhere a different size modifier for grappling than not. I could have sworn I read somewhere that for every size category you are larger, you get a bonus to your CMD / CMB for grappling only.

There is this chart: http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLitt leCreaturesInCombat

But that isn't pathfinder, but I know pathfinder is built off the d20 system. Am I correct in assuming this was removed? And does anyone know why? It makes sense to me that grappling a larger opponent would be harder.


So the restatement of the rules for rend for a eidolon confuses me. Is it just rend from universal monster rules?

The rend rules say you may only do it once per round.
But the eidolon rend does not say this. Is it just an imperfect restatement of the rules, or do I actually get to do it more than once? Like if I hit with 4 claw attacks.

Also: Does power attack apply? I found another thread about this, but it was just a bunch of people bickering. I would say it does apply. The reason being is power attack says it applies to all damage rolls, and you roll a claw damage roll for the rend damage. It says it deals

"This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier". I would assume this would include any damage modifiers that are on the claw attack.

Also: Does energy attacks apply? The text does not state that this is a natural attack, so I would guess not.


The description for the summoner rake is different than the universal monster rules. The rake ability does not say I must begin my turn grappling in order to use the rake. Which I would assume it means I always get the rake, even on the first grapple check?

The eidolon receives these additional attacks each time it succeeds on a grapple check against the target.

The key word I would think is "grapple check". Is it not a grapple check the first time you attempt to grapple?


So when you choose something like claws, it removes the limbs slot from being used for another claw.

Is it the same with CMB or unique abilities?

If you take poison for a bite, can you take trip as well?
It sort of makes sense to me, because having poisoned fangs wouldn't prevent a creature from learning to trip, but I'd like to play inline with the spirit of the rules.

So can I take poison, trip, and grab, for my bite?


Why exactly does the lore mystery add spellcraft to an oracles class list when an oracle already has spellcraft as a class skill?

It is the only mystery that does it, seems like it's a typo.


I am running a monk and feel extremely weak and am looking for holes in the party I can maybe fill in with my character.

Monks get an extremely ruthless amount of +jump to their acrobatics.

Can I use that +jump to my acrobatics to avoid AOO when the situation permits? Obviously not something ridiculous like I am prone, or have no where to jump to, etc. But if its a decently open situation, like out doors, couldn't I jump to where I need to go? I have like +24 to acrobatics(jump) right now, and I can take the ki points for +20 if I wanted.

Reason why I ask is this wording:

"You can also dive, flip, jump, and roll to avoid attacks and overcome obstacles."