magent_mx's page

Organized Play Member. 14 posts (18 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 1 alias.




Tracking has never worked http://www.ups-mi.net/packageID/PackageID.aspx?PID=PZO00003297791

Yet on paizo dashboard it mentions delivered, no such thing, I replied via email two weeks ago and no response yet


Can a multiclass Druid/Witch use hexes while wildshaped?
Thanks


Fire Jet:
As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Catching on Fire:
Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.
Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

My questions are:
Is it wrong to assume that Fire Jet causes fire damage on each subsequent round that the fire is not extinguished or Is catching fire damage done only for one round after regardless of save?
Is the mechanics for 'catching fire' for a Fire Jet different than those found in Environmental Rules for 'catching fire' on purpose then or is that an error?


So what happens if my party's carrying say sunrod (only light source) and a battle starts and said sunrod falls to the ground?

How much light does a light source - be it a sunrod or something else - shed if it's on the ground? is the radius reduced? does everything count as shadowy?

Thanks for any responses :)


I just haven't figured how to get around this...

What happens if a fallen PC falls, the battle somehow moves with an enemy moving over him on the same spot (since he's helpless) then another PC heals the fallen PC?


Need advice on this...

A PC in total darkness against a Darkmantle.
The PC readies an action with the trigger "If I get attacked"

What happens first, does the darkmantle hit and constrict to death or does the ready trigger comes first saving the PC?


Now wondering if this is a dumb question or that nobody has a clue...


I'm not sure, the Nauseated condition states in can only take a single move action per turn.