A couple of rules questions


Rules Questions


Couple things have come up or been asked about and I wanted to check.

Icy Prison:
School evocation [cold]; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (10 ft. + 10 ft./level)
Target one creature
Duration 1 minute/level; see text
Saving Throw Reflex partial Spell Resistance yes

You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level).

If a creature failed its save vs. the spell it is helpless per the text. Does that mean that it can not attempt the strength check listed in the last line?

Does a fire elemental either on the inside or outside do a better job of breaking the ice?

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Swarms.

Summoned fire elemental has slam plus burn damage. Since the slam doesn't do any damage, does the burn have any affect on a swarm? Or is only something damaged by the slam affected by the burn?

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Celestial sorcerer bloodline

Wings of Heaven:
(Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Does this take a standard action to initiate? So the first round you could only take a single move action of 60'. That would not make it quite as good for an emergency get away as expected. And it would also make it often useless for pits and other falls.

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High level campaign. A fighter had the 'whole step up chain' and was using it to move during an opponents turn and move himself out of an area of affect spell or out of range of melee attacks. Or to move more than 5ft and still get full attacks.
I'm not saying he is wrong (I'm not as up on the complex weapon combat feats). Just that I can't find what feats he is talking about. Step Up, Following Step, and Step Up and Strike don't read like that. So I figure he must be talking about something else. Do you know what feats he is talking about?

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Spike Stones:
School transmutation [earth]; Level druid 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area one 20-ft. square/level
Duration 1 hour/level (D)
Saving Throw Reflex partial; Spell Resistance yes

Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.
Magic traps such as spike stones are hard to detect. A rogue (only) can use the Perception skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones. Spike stones is a magic trap that can't be disabled with the Disable Device skill.

If a barbarian has enough damage reduction that he can never take damage from Spike Stones, does that really mean he doesn't even know they are there to tell others not to walk across them?

Does it seem that once the Spikes are known that characters should be able to tell where they are?

Scarab Sages

Kydeem de'Morcaine wrote:

Couple things have come up or been asked about and I wanted to check.

** spoiler omitted **

If a creature failed its save vs. the spell it is helpless per the text. Does that mean that it can not attempt the strength check listed in the last line?

Does a fire elemental either on the inside or outside do a better job of breaking the ice?

You are correct if they fail the save, they need help breaking out. It wouldn't be unreasonable for a GM to give a fire elemental a circumstance bonus to braking out (maybe +1 per size category of the elemental.)

Quote:


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Swarms.

Summoned fire elemental has slam plus burn damage. Since the slam doesn't do any damage, does the burn have any affect on a swarm? Or is only something damaged by the slam affected by the burn?

Depends on the swarm. Swarms of, say, orcs are affected normally because they are big. Swarms of rats go at 1/2 damage, and gnats are no damage because slams target only one creature, no matter the damage type. So they follow single-target rules.

Quote:


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Celestial sorcerer bloodline
** spoiler omitted **

Does this take a standard action to initiate? So the first round you could only take a single move action of 60'. That would not make it quite as good for an emergency get away as expected. And it would also make it often useless for...

No, it doesn't specify an action. It is the same as full plate of speed, the player gets x minutes of the flight spell a day, and the flavor is 'because wings.'

As for the fighter? No idea. It might be his archetype and not his feat chain. I don't know of anything that does that, but I've seen some crazy builds.

And the spike stones? Your Bavarian can still feel the touch of the wind or when a lady slaps him, right? He still feels the spike stones, he just doesn't take damage from them. He might not THINK to warn the party (after all, he's fine) but yes, he can feel them.


VampByDay wrote:

...

As for the fighter? No idea. It might be his archetype and not his feat chain. I don't know of anything that does that, but I've seen some crazy builds.
...

As far as I know he only has the two weapon warrior archtype. Sounds kinda like the mobile warrior but that can't combine with two weapon warrior.

Scarab Sages

Kydeem de'Morcaine wrote:
VampByDay wrote:

...

As for the fighter? No idea. It might be his archetype and not his feat chain. I don't know of anything that does that, but I've seen some crazy builds.
...
As far as I know he only has the two weapon warrior archtype. Sounds kinda like the mobile warrior but that can't combine with two weapon warrior.

After further research:

Well, Dodge-Mobility-Spring attack feat chain can move, attack, then finish a move. A high-level two-weapon warrior can make two attacks as a standard action, so he could (theoretically) move, attack with each hand, then move away. If he has acrobatics he could avoid AoO.

There IS the Cartwheel Dodge feat which lets you move half your speed as an immediate action if you make a reflex save vs. a "Save vs. half" spell (like fireball) but a two-weapon warrior can't take it because it requires improved evasion. A ranger could do it though . . .

Those are the only FEATS of I know that allow that sort of thing. I'm not sure, maybe he bought a magic item or something that can do that. I don't have an encyclopedic knowledge of pathfinder.

I think what MAY have happened is that he looked at the Step Up 'mini description' (instead of the full description) which says it lets players 'take a 5 foot step as an immediate action' and doesn't mention the part about how you can only use it if someone five-foots away from you AND only use it to follow that guy.

Silver Crusade

mithral full plate of speed wrote:
As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.
CRB cleric domains wrote:
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

I thought there was similar verbiage to what it says for domains in wizard schools and sorcerer bloodline powers, but I can't find it now, in the corebook, the PRD core or the errata. Hmmm.


VampByDay wrote:

...

I think what MAY have happened is that he looked at the Step Up 'mini description' (instead of the full description) which says it lets players 'take a 5 foot step as an immediate action' and doesn't mention the part about how you can only use it if someone five-foots away from you AND only use it to follow that guy.

Could be. That campaign is over so I won't push it. I was just curios to see if it was something I should pursue for any of my characters.

Scarab Sages

Re: Wings of Heaven

The wings are a supernatural ability. Core Rulebook page 183 (Table 8-2: Actions in Combat) states that using a supernatural ability is a standard action (unless otherwise noted, of course).

Scarab Sages

Drone wrote:

Re: Wings of Heaven

The wings are a supernatural ability. Core Rulebook page 183 (Table 8-2: Actions in Combat) states that using a supernatural ability is a standard action (unless otherwise noted, of course).

Sorry, my bad, like I said, I don't have an encyclopedic knowledge of pathfinder. I think I reserve that part of my brain for Star Trek trivia.

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