What are some things about the Pathfinder rules that you think most people do not know?


Pathfinder First Edition General Discussion

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Liberty's Edge

I see a problem with that Howie:
a spell can be an attack or not depending on the target (any cure spell and living/undead targets, for example), so I would not use the undefined categories touch attack spells/non attack touch spells.
In Pathfinder I would go with willing targets (and unconscious or inanimate targets are automatically willing, as per rules) or unwilling targets.
Willing targets are automatically touched, unwilling require a successful touch attack.

A particular troublesome example of the touch attach or willing/unwilling target will be the Barbarian with the Superstition rage power.
While raging he is not a willing target for any spell, so all touch range spells require a touch attack.

It is my vision of ROI for this kind of situation.

Liberty's Edge

Speaking of often forgotten or unknown rules:

With Dispel magic and Greater dispel magic you get only 1 roll to dispel the effects:

PRD wrote:
You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

This is very different from previous editions where you made a check against each spell on the target or area of effect.


You can take a swift action in the middle of another action, due to being able to use swift actions whenever you could use a free action.

Liberty's Edge

Talking, despite being a free action, may be done at any time, not only during your turn.


ShadowcatX wrote:
Talking, despite being a free action, may be done at any time, not only during your turn.

By the power of our two posts combined, we get...

silliness.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

ShadowcatX wrote:
Talking, despite being a free action, may be done at any time, not only during your turn.

As a corollary to this, talking can be done out of turn because the rules specify so, not because it's a free action. I.e., out-of-turn availability is not inherent to all free actions.

Liberty's Edge

Jiggy wrote:
ShadowcatX wrote:
Talking, despite being a free action, may be done at any time, not only during your turn.
As a corollary to this, talking can be done out of turn because the rules specify so, not because it's a free action. I.e., out-of-turn availability is not inherent to all free actions.

Hence the "despite being a free action" rather than "since it is a free action." English FTW.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

ShadowcatX wrote:
Jiggy wrote:
ShadowcatX wrote:
Talking, despite being a free action, may be done at any time, not only during your turn.
As a corollary to this, talking can be done out of turn because the rules specify so, not because it's a free action. I.e., out-of-turn availability is not inherent to all free actions.
Hence the "despite being a free action" rather than "since it is a free action." English FTW.

Yeah, I know you got it, I just thought it was worth pointing out as its own item. :)


Tagion wrote:

You can use your one standard action in the surprise round to charge.

Now there is something I didn't know: you have only a standard action in your surprise round. (at least if I'm reading the quoted post right)

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Threeshades wrote:
Tagion wrote:

You can use your one standard action in the surprise round to charge.

Now there is something I didn't know: you have only a standard action in your surprise round. (at least if I'm reading the quoted post right)

More specifically, you have either a standard or a move (but not both) and cannot take a full-round action. But you still get a swift action, the usual undefined number of free actions, and a 5' step (if applicable).

So really, despite often being described as "you only get a standard or a move", a surprise round is more like taking a regular turn and removing a move action and the ability to take a full-round action. Everything else is the same.

Dark Archive

Things I learned from the forums this week:

Mage Hand can only pick up non-magical items so it is a crude detect magic spell for light items - and gives GMs a headache of what to do with items that don't detect as magic, but are.

Polymorph - you can only have one polymoprph effect active at once. So no Enlarge Person on top of Elemental Form


ZomB - Mage Hand would also be useful as a filter for a rogue who has selected Mage Hand as their minor magic trick.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ZomB wrote:

Polymorph - you can only have one polymoprph effect active at once. So no Enlarge Person on top of Elemental Form

This combo works just fine as Enlarge Person is NOT considered a polymorph effect.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Apparently the rules in "Magic Item Creation" say you can't make a potion/oil out of a spell with a range of "personal", but the rules in the "Potions" section of "Magic Items" say nothing about range restrictions whatsoever.


The spell Reincarnate can now be used to bring you back even if you died of old age. I know it wasn't this way in 3.5 and I looked through all the errata to see if it was a typo, but I couldn't find it.

Page 331, last line on the page "The spell can bring back a creature that has died of old age."

Yay for immortal druids?

Dark Archive

Ravingdork wrote:
ZomB wrote:

Polymorph - you can only have one polymoprph effect active at once. So no Enlarge Person on top of Elemental Form

This combo works just fine as Enlarge Person is NOT considered a polymorph effect.

Hmm, true Enlarge person is not a polymorph spell (my mistake) however it still doesn't work:

PRD says: "In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell."


ZomB wrote:
Mage Hand can only pick up non-magical items so it is a crude detect magic spell for light items - and gives GMs a headache of what to do with items that don't detect as magic, but are.

Woah. Mind = Blown.

I never noticed that part of the targeting restriction for mage hand before!


Bracers of Armor wrote:
Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.


You must be able to threaten the square a creature is occupying not where its limbs can reach to make an AoO or any other melee attack against it. This was also true in 3.5


Dotting for reference. Great information - thanks to all!


wraithstrike wrote:
You must be able to threaten the square a creature is occupying not where its limbs can reach to make an AoO or any other melee attack against it. This was also true in 3.5

Oh so that's why there's a Size / Reach differentiation.


You can take 10 on Initiative rolls.

Quote:
Ability Checks and Caster Level Checks: The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks.
Quote:
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check.

Note: this depends on whether combat has started yet or not. An amusing interaction however, and at the very least, I don't think many people knew about taking 10 on abilities. At least if every group I'm in is any indication.


Cheapy wrote:

You can take a swift action in the middle of another action, due to being able to use swift actions whenever you could use a free action.

Cheapy wrote:
ShadowcatX wrote:
Talking, despite being a free action, may be done at any time, not only during your turn.

By the power of our two posts combined, we get...

silliness.

Especially when that swift action is a quickened spell. Gives me so many ideas for a caster interrupt build. That and the magic missile+toppling spell, spell perfection+quicken spell metamagic build keeps enemies on their backs permanently.

Dark Archive

Nonlethal Damage with a Weapon that Deals Lethal Damage

You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

http://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage

no -4 to do nonlethal with ranged

Liberty's Edge

Khrysaor wrote:
Cheapy wrote:

You can take a swift action in the middle of another action, due to being able to use swift actions whenever you could use a free action.

Cheapy wrote:
ShadowcatX wrote:
Talking, despite being a free action, may be done at any time, not only during your turn.

By the power of our two posts combined, we get...

silliness.

Especially when that swift action is a quickened spell. Gives me so many ideas for a caster interrupt build. That and the magic missile+toppling spell, spell perfection+quicken spell metamagic build keeps enemies on their backs permanently.

You can take free actions only during your turn. Talking has a special rule and can be used when it is not your turn.

You need an immediate action to act outside your turn.

PRD wrote:
Immediate Action: An immediate action is very similar to a swift action, but can be performed at any time—even if it's not your turn.

The rule allow you to curse (not the spell, the normal meaning of the word) ad cry out of turn when you are attacked but not to take any other free action.


Cheapy wrote:

You can take 10 on Initiative rolls.

Quote:
Ability Checks and Caster Level Checks: The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks.
Quote:
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check.
Note: this depends on whether combat has started yet or not. An amusing interaction however, and at the very least, I don't think many people knew about taking 10 on abilities. At least if every group I'm in is any indication.
"Core Rulebook p. 86 wrote:
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10.

I would say when you are making an initiative roll there are distractions, threats, and/or danger involved that would exclude the ability to Take 10. You do not necessary have to be in combat. The start of a life or dead combat is too chaotic and varied to be considered routine and predictable.

If you are climbing up a cliff and half way up a rock slide occurs then Taking 10 is no longer an option as now a routine situation that you were prepared to face has turned into a non-routine situation.

In practice they might be able to climb that cliff all day long but if anything out of the ordinary occurs that would put their skill to the test a skill roll is required.

Same thing with an ability check. You might be able to kick a door open automatically with no stress and plenty of time to prepare where to stand and where to kick. But when a boulder is rolling down the hall going to crush the entire party if that door is not open THIS round. Adrenaline might cause you to kick the door clean off the hinges with a 20 or miss the door and kick the door frame on a 1.


Yea, turns out that statement was wrong, explicitly by SKR's statement after I brought it up (in jest) elsewhere.

Silver Crusade

I know people that still make this 3.5 mistake but Animal Growth does not work on your Animal Companion because your animal companion is no longer an animal but a magical beast. Pathfinder changed this though.


shallowsoul wrote:
I know people that still make this 3.5 mistake but Animal Growth does not work on your Animal Companion because your animal companion is no longer an animal but a magical beast. Pathfinder changed this though.

Not quite true. As a part of Share Spells, a feature all animal companions have:

Quote:
A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).


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shallowsoul wrote:
I know people that still make this 3.5 mistake but Animal Growth does not work on your Animal Companion because your animal companion is no longer an animal but a magical beast. Pathfinder changed this though.

Animal Companions

An animal companion's abilities are determined by the druid's level and its animal racial traits. Table: Animal Companion Base Statistics determines many of the base statistics of the animal companion. They remain creatures of the animal type for purposes of determining which spells can affect them.

Dark Archive

This may have been mentioned upthread, but it's cool that dragon's spell-like abilities in Pathfinder are indeed usable at will, and not 'at will' 1/day.

An ancient green dragon can dominate person every single round, all the ding-dong-daddy-o day long if he feels like it.

Silver Crusade

BigNorseWolf wrote:
shallowsoul wrote:
I know people that still make this 3.5 mistake but Animal Growth does not work on your Animal Companion because your animal companion is no longer an animal but a magical beast. Pathfinder changed this though.

Citation?

From the 3.5 Player's Handbook:

THE DRUID’S ANIMAL COMPANION
A druid’s animal companion is different from a normal animal of its kind
in many ways. The companion is treated as a magical beast, not an
animal, for the purpose of all effects that depend on its type (though it
retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Animal Growth
Transmutation
Level: Drd 5, Rgr 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one animal (Gargantuan or
smaller) per two levels, no two of which
can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Fortitude negates

From the Player's Handbook as well: Target is one animal, not magical beast.

Now this is from the Pathfinder Main Rulebook:

Animal Companions
An animal companion’s abilities are determined by
the druid’s level and its animal racial traits. Table 3–8
determines many of the base statistics of the animal
companion. They remain creatures of the animal type for
purposes of determining which spells can affect them.

So in Pathfinder a Druid is able to cast Animal Growth on their Animal Companion.

I know tons of people who play 3.5 that make this mistake a lot.


I've only just discovered this thread and skimmed thru a bit so I don't know if I missed it but: the Acrobatics skill will only allow you to jump up to your total move. I had to explain this to an over zealous barbarian in a swamp trying to run 10' and then jump ANOTHER 30 feet to kill an ankheg. No matter what form it takes you can only move 30' if you move 30' unless you're specifically running, charging, etc. Barbarians; you have been warned.


Ooooh. I thought you were saying you can't cast it on them.

Derp.


Empower Spell:

I understand the PRD doesn't have the same text as the 5th printing of the core rulebook, so here's the relevant portion:

Benefit: All variable, numeric effects of an empowered
spell are increased by half, including bonuses to those
dice rolls.

Saving throws and opposed rolls are not affected, nor are
spells without random variables. An empowered spell uses
up a spell slot two levels higher than the spell’s actual level.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
kadance wrote:

Empower Spell:

I understand the PRD doesn't have the same text as the 5th printing of the core rulebook, so here's the relevant portion:

Benefit: All variable, numeric effects of an empowered
spell are increased by half, including bonuses to those
dice rolls.

Saving throws and opposed rolls are not affected, nor are
spells without random variables. An empowered spell uses
up a spell slot two levels higher than the spell’s actual level.

If true, I'm very excited for it. However, that shouldn't be possible. The PRD uses a complex source code that connects it DIRECTLY to the books' most recent PDF files.

In short, every time they edit the master PDFs to reflect new errata, it is reflected on the site.

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1 person marked this as FAQ candidate.
Ravingdork wrote:

However, that shouldn't be possible. The PRD uses a complex source code that connects it DIRECTLY to the books' most recent PDF files.

In short, every time they edit the master PDFs to reflect new errata, it is reflected on the site.

Heh, sometimes the text gets into the wrong spot, though:

PRD wrote:

You can increase the power of your spells, causing them to deal more damage.

Benefit: All variable, numeric effects of an empowered spell are increased by half.
Saving throws and opposed rolls are not affected, nor are spells without random variables including bonuses to those dice rolls. An empowered spell uses up a spell slot two levels higher than the spell's actual level.

Glitch! They put it after the wrong instance of "variables". ;)

Similarly, the PRD table entries for Sundering Strike and Swift Aid (in the Feats section of the APG) list BAB prereqs, but the "+X" is in the benefit section instead of the prereq section.

There's little stuff like that here and there.


Are we still compiling a list of all the rules? I haven't seen an updated on in a while.

Liberty's Edge

Vindicator wrote:
Are we still compiling a list of all the rules? I haven't seen an updated on in a while.

I am not.

I posted some months ago that I'd be happy to hand over the word processing files to someone else (my email is in my profile). There were some brief discussions, but I don't think anything came of it. On page 18 there is a link to a pdf that one of the others put together of the consolidated data as of the last update, but I don't think anything further was done.

If someone wants to take over the project since the last update, please contact me.


Maybe this is just my group that didn't know this?

After like 2 years of playing pathfinder, we realized that each attack in a full round attack can be against a different target, and you can take a 5' step at any point in the middle of the attack. Also, since there is no facing, these attacks can be against creatures in any direction from you. Lastly, you get to decide this after the previous attack is resolved, so you can fire an arrow 100' in one direction, notice that you knocked that guy out, then decide to fire 100' in the opposite direction at a different enemy.


As a whole, I think that was just your group...

Individually, I don't think many knew about the 5' in the middle of the attack.

Shadow Lodge

Dotting. What an amazing thread. Thanks everyone for contributing!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yep. As new books come out, there will be plenty more things to add to the list.


Three things I didn't know.

1. The way touch spells work. For the longest time, I thought they were standard actions to cast them and use. But technically, that means it would provoke. Didn't make sense, so we looked it up. Apparently the actual touch attack is a free action.

2. Touch Spells can crit. On a 20 and x2. Holy @$$crackers

3. Critical hits are not the value you roll on a weapon dice x2 (or 3 or 4). You roll your weapon that many times and add your normal damage bonuses to each dice roll. Wow.

Liberty's Edge

I only found out a few days ago that the off hand portion of a double weapon is treated as light for the purposes of the to hit penalty.
NOW double swords and axes make sense ...

Scarab Sages

Krome wrote:
Readying an action, is itself a standard action. It restricts you to ONE of movement or standard actions. You cannot move and then do something as part of the readied action.

Does this mean that you cannot move and ready an attack for when an ally flanks? I know a certain GM that is killer with rogues using this tactic.

Can you give me a page number where this is spelled out?


Deidre what your GM is doing is different than what Krome is talking about.

If you ready an action all you get to do is complete that action. The only exception is a 5 foot step. He basically loses his move action if the readies without using the move action first.

What your GM is doing is using his move action, and then readying which is different.


People don't know that by RAW sneak attack leads to loss of dex which leads to sneak attacks.


Limited sight distance by terrain

You're rather limited in how far you can possibly detect another creature. Encounter distances seem reaaaly close.. probably to put everyone on the battlemat.

wall of rules:

Stealth and Detection in a Forest: In a sparse forest, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 3d6 × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, and in a dense forest it is 2d6 × 10 feet.

Stealth and Detection in a Marsh: In a marsh, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 6d6 × 10 feet. In a swamp, this distance is 2d8 × 10 feet.

Undergrowth and deep bogs provide plentiful concealment, so it's easy to use Stealth in a marsh.

Stealth and Detection in Hills: In gentle hills, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 2d10 × 10 feet. In rugged hills, this distance is 2d6 × 10 feet.

Hiding in hills terrain can be difficult if there isn't undergrowth around. A hilltop or ridge provides enough cover to hide from anyone below the hilltop or ridge.

Stealth and Detection in Mountains: As a guideline, the maximum distance in mountain terrain at which a Perception check for detecting the nearby presence of others can succeed is 4d10 × 10 feet. Certain peaks and ridgelines afford much better vantage points, of course, and twisting valleys and canyons have much shorter spotting distances. Because there's little vegetation to obstruct line of sight, the specifics on your map are your best guide for the range at which an encounter could begin. As in hills terrain, a ridge or peak provides enough cover to hide from anyone below the high point.

It's easier to hear faraway sounds in the mountains. The DC of Perception checks that rely on sound increase by 1 per 20 feet between listener and source, not per 10 feet.

Stealth and Detection in the Desert: In general, the maximum distance in desert terrain at which a Perception check for detecting the nearby presence of others can succeed is 6d6 × 20 feet; beyond this distance, elevation changes and heat distortion in warm deserts makes sight-based Perception impossible. The presence of dunes in sandy deserts limits spotting distance to 6d6 × 10 feet. The scarcity of undergrowth or other elements that offer concealment or cover makes using Stealth more difficult.

Stealth and Detection Underwater: How far you can see underwater depends on the water's clarity. As a guideline, creatures can see 4d8 × 10 feet if the water is clear, and 1d8 × 10 feet if it's murky. Moving water is always murky, unless it's in a particularly large, slow-moving river.


Nikolaus Athas wrote:

I only found out a few days ago that the off hand portion of a double weapon is treated as light for the purposes of the to hit penalty.

NOW double swords and axes make sense ...

There's a few advantages

1) Its one weapon proficiency/specilization/focus

2) On those rounds where you can't make a full attack, its like holding a two handed weapon, so you get 1.5x your strength without having to drop/switch weapons

3) Its a light weapon (usually with better damage than a shortsword/shortsword combo)

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