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Question is basically in the title. First, some RAW info:

Shadow Trap (from Pathfinder Player Companion: Blood of Shadows)

Spoiler:

School illusion (shadow)
Level antipaladin 1, bard 1, bloodrager 1, cleric 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1

Casting Time 1 standard action
Components V, S

Range close (25 ft. + 5 ft./level)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates
Spell Resistance yes

You pin the target's shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination.

Blinkback Belt (from Pathfinder Roleplaying Game: Ultimate Equipment)

Spoiler:

A set of clips is attached to this segmented belt constructed of metallic links.

Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.

My question is, what if something prevents the thrown weapon attack from resolving? In this case, the idea would be to Shadow Trap the thrown weapon while it is in the air, before it reaches its target. Similar question would apply if someone (NOT the target) were to attempt to physically snatch the thrown weapon from the air - if the attack never resolves, does the teleport still go off? In this specific case, can the target teleport away if it has been Shadow Trapped?


Had a question on calm stance. The exact text of the rage power is as follows:

"Calm Stance (Ex): The barbarian can enter a state of calm. While in this stance, the barbarian doesn't gain any benefits from rage other than the temporary hit points, but she doesn't take any of the penalties from rage (including the penalty to AC and the restriction on actions she can take). Rounds spent in a calm stance still count against her total number of rounds of rage per day. This is a stance rage power."

What I wanted to know is, does this stance turn off other rage powers, as they are benefits of raging? I'm playing a skald based around a spirit totem, and I wanted to know if taking calm stance would just screw me over or let more people (i.e., casters) benefit from the spirit totem.