Taking a cue from Dairfaron's thread replacing the last one that went off topic, let's have a version of this discussion without anything inflammatory and for on topic replies only.
The on topic snippets from our original thread:
doc roc said wrote:
I'll get the ball rolling with my own personal #1 fave....
ASH SUBDOMAIN
Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.
Such is the effectiveness of this in terms of battlefield control or debuff or concealment effect that I have played clerics that used this more than actual spells themselves!
So many uses, so many uses per day and an auto scale DC..... simply wonderful!
JiaYou said wrote:
Question: Is it required/implied that each use is for a minute? I assume so but wasn't sure. Second (more important) question: how thick is the wall? I was thinking I could use it to blind enemies in a line by dropping it on them.
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As per this FAQ, all spells have "obviously magical" manifestations which help with detection and identification of spells. Are these manifestations still obvious if the caster is Invisible (as per the spell)?
Hi guys, I'm looking for a relatively short adventure or scenario to run for a party of 4-5 characters. I'd prefer something relatively light on story, but with at least a puzzle or two and plenty of (preferably varied) combat.
We would be playing three to five sessions, four to five hours playtime per session.
I'm happy to adapt from a different ruleset, or to write something myself, but thought I'd ask if anyone could recommend something first.
How (if at all) to Push and Pull Combat Manoeuvres interact with a Grappled character?
Example situation: Conan has grappled Merlin. Groot is standing 10ft away and attempts to target Merlin with a Pull Combat Manoeuvre intending to move Merlin closer.
We know that Merlin can't voluntarily move himself, but can he be moved by Groot's Pull (or Push) manoeuvre?
If so, how is Conan effected?
Would Conan have to release the Grapple to allow the movement?
Does Conan have the opportunity to prevent the movement?
If Merlin can be moved, would Conan be dragged along too?
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.
Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature closer. The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature’s description. This ability only works on creatures of a size equal to or smaller than the pulling creature. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.
My own interpretation is that the Grapple condition prevents a character from moving voluntarily, but does not prevent them from being moved. Therefore a Push or Pull manoeuvre should work. The rules don't cover any impact on Conan, so there is no impact unless the GM house-rules one; it doesn't make much sense, but it's also a pretty rare corner case.
I didn't realise this was a contentious question until doing a search after responding to the topic "Robe of Arcane Heritage and Eldrich Heritage" and finding loads of topics where the question is hotly debated with no conclusive answer. As this question is off-topic for that discussion I thought I might try starting a new one with the question plainly stated to see if we can get a definitive answer.
I understand that asking for FAQ clicks is frowned upon, but given this question has apparently been contentious for years now I'm sure a lot of people would appreciate a definitive response. Apologies if this isn't appropriate, I'm still relatively new here.
My roleplaying group aren't sure how the Beastform Mutagen abilities of the Beastmorph Alchemist archetype works. You can find the Beastmorph Archetype in Ultimate Combat pages 24-25, or online in the PRD, but I'll quote the relevant abilities here for your convenience:
Beastform Mutagen abilities:
Beastform Mutagen: At 3rd level, a beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.
Improved Beastform Mutagen: At 6th level, a beastmorph's mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.
Greater Beastform Mutagen: At 10th level, a beastmorph's mutagen grants him three of the abilities listed in the beast shape II spell, which persist as long as the mutagen. He may select three different abilities each time he creates a mutagen. This ability replaces poison resistance +2, +4, and +6, as well as poison immunity.
Grand Beastform Mutagen: At 14th level, a beastmorph's mutagen grants him four of the abilities listed in the beast shape III spell, which persist as long as the mutagen. He may select four different abilities each time he creates a mutagen. This ability replaces persistent mutagen.
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Our question in brief: Do the additional abilities granted at each level "stack", or do they replace the lower tiers?
i.e. would a level 14 Beastmorph apply ten abilities to their mutagen or only the four from Grand Beastform Mutagen?
By my reading we would apply all ten abilities, based on the following:
The text does not mention lower tiers being replaced.
You continue to lose additional base-class abilities.
This is a single effect, not multiple polymorph spells or similar, so my interpretation is that normal stacking rules and the rules about multiple polymorph spells don't apply.
My searching turned up multiple inconclusive discussions with no input from the design team, all seeming to boil down to people arguing that stacking and/or polymorph rules should apply, and others arguing against them.
A repeat of previous conversations isn't really conclusive, so I would appreciate if any arguments that polymorph or stacking rules should apply can cite similar examples or an official source.
I'm wondering exactly how the Protoplasm spell-like ability from the Protean Sorcerer bloodline (Advanced Player's Guide, pg. 138, or online in the PRD) works.
From the PRD wrote:
Protoplasm (Sp): At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
My Question: How is the attack portion of this ability resolved?
The function of the ability is very clear -- it acts like a tanglefoot bag except for some well defined differences. What I'm unsure of from the wording is how the actual attack works -- do I:
make a ranged touch attack with a range of 30 ft.
summon the protoplasm ball and then make a regular ranged attack, using the normal 10 ft. range increments for a tanglefoot bag.
summon the protoplasm ball and then make a regular ranged attack, but without the 10 ft. range increments.
just pick a target and the attack auto-hits like a Magic Missile (unlikely!).
I think the ranged touch attack is most likely, but I'm not sure based on the wording and would like to clarify -- my searching only turned up this similar question from 2012, which unfortunately went unanswered.
This is my first post here, I hope it's ok to jump straight in with a query. Thanks!