Questions from Play


Rules Questions


Here are a couple questions that came up in my game today. I made some quick rulings, but I'd appreciate a RAW interpretation from those who know better about such things.

1. "Double" Difficult Terrain

The characters entered a large room in a cavern. The floor was covered in bones, such that every square in the room was difficult terrain.

Later, a Drider cast web and covered a section of the floor.

Does the difficult terrain from web stack with the difficult terrain from the bones? (Each square counting as 3 instead of 2, for instance?) Is there any situation where terrain can be more-than-difficult while still being passable?

2. Web Spell and Movement

Web:
Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

Do characters have to make the check (CMB or Escape Artist) on each and every square of the web?

Or, do they make a single check on the first square and move freely (well, freely through difficult terrain) until the next round?

3. Sunburst and Blindness

Sunburst:
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

As I read it, the blindness caused by Sunburst (failing a save) is permanent (until a Remove Blindness/Deafness can be cast). Is that the correct reading?


1. I don't recall ever seeing any rules about extra difficult terrain. I believe difficult is difficult no matter how much junk is stacked on it.

2. The second one. Once you break free you can move through it as if it's difficult terrain. If you end your turn still in the web you need to make another check next turn.

3. Blindness is always permanent unless otherwise specified so yes you are correct.

Grand Lodge

another_mage wrote:

2. Web Spell and Movement

Do characters have to make the check (CMB or Escape Artist) on each and every square of the web?

Or, do they make a single check on the first square and move freely (well, freely through difficult terrain) until the next round?

By my reading they make one check for each move action. One check for the round also seems reasonable.

another_mage wrote:

3. Sunburst and Blindness

As I read it, the blindness caused by Sunburst (failing a save) is permanent (until a Remove Blindness/Deafness can be cast). Is that the correct reading?

Since sunburst is instantaneous, yes, the blindness has no listed duration and also is not subject to dispel magic. Considering the spell level, it's unlikely to be more than a day before an affected creature finds some way to remove it.


another_mage wrote:

Here are a couple questions that came up in my game today. I made some quick rulings, but I'd appreciate a RAW interpretation from those who know better about such things.

1. "Double" Difficult Terrain

The characters entered a large room in a cavern. The floor was covered in bones, such that every square in the room was difficult terrain.

Later, a Drider cast web and covered a section of the floor.

Does the difficult terrain from web stack with the difficult terrain from the bones? (Each square counting as 3 instead of 2, for instance?) Is there any situation where terrain can be more-than-difficult while still being passable?

Actually it would be 4 squares, movement is one of the exceptions where things are actually multiplied.

PFRPG pg 170 wrote:


Hampered Movement: Difficult terrain, obstacles, and poor visibility can hamper movement (see Table 7–7 for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move. If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule for doubling.

Hampered movement effects can stack, difficult terrain just being one of those possibilities. In this case it depends on if you consider Web to be an obstacle (Table 7-7 indicates obstacles may require a skill check). Obstacles are defined as like difficult terrain but that they may also completely prevent movement (pg 193). Web is a conjuration school (indicating it brings something into existence) and in the description it can be avoided with an Escape Artist check as well. As a rules lawyer-y player I'd say there is enough here to go with it stacking that I wouldn't complain if you ruled that way. Just be aware the canny players will use it against you at some point as well ;)

If there were two difficult terrain modifiers (say difficult terrain from rubble and then another from the after effects of an Ice Storm) they would not stack.

another_mage wrote:


2. Web Spell and Movement

** spoiler omitted **

Do characters have to make the check (CMB or Escape Artist) on each and every square of the web?

Or, do they make a single check on the first square and move freely (well, freely through difficult terrain) until the next round?

Every time a character makes a movement action they would roll. If the area was large enough that it would take 2 full move actions (or more), each action would be checked to see if they get stuck. That part is in the text you bolded. Typically the game does not check every single square for effects, it would really bog down game play.

another_mage wrote:


3. Sunburst and Blindness

** spoiler omitted **.
Since sunburst is instantaneous, yes, the blindness has no listed duration and also is not subject to dispel magic. Considering the spell level, it's unlikely to be more than a day before an affected creature finds some way to remove it.

You got it.


Simon Legrande wrote:
1. I don't recall ever seeing any rules about extra difficult terrain. I believe difficult is difficult no matter how much junk is stacked on it.

I disagree on the first one. You might check out PF phb page 170 = Tactical Movement, Hampered Movement. (two paragraphs)

Under Tactical Movement.

Simon Legrande wrote:

2. The second one. Once you break free you can move through it as if it's difficult terrain. If you end your turn still in the web you need to make another check next turn.

3. Blindness is always permanent unless otherwise specified so yes you are correct.

I agree with number 2 & 3 tho.

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