"Create Pit" spell is creating problems


Advice

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A warning to keep it civil, folks, and dial back on the snark. Thanks!


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Liz Courts wrote:
A warning to keep it civil, folks, and dial back on the snark. Thanks!

Maybe they will put a "snark" in Bestiary 4? ;-)


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DrDeth wrote:
Liz Courts wrote:
A warning to keep it civil, folks, and dial back on the snark. Thanks!
Maybe they will put a "snark" in Bestiary 4? ;-)

Be careful of the ones that go "booojummmm" in the dark.


Draco18s wrote:
DrDeth wrote:
Liz Courts wrote:
A warning to keep it civil, folks, and dial back on the snark. Thanks!
Maybe they will put a "snark" in Bestiary 4? ;-)
Be careful of the ones that go "booojummmm" in the dark.

Just as long as they don't have a blade that goes snicker-snack!

Liberty's Edge

MagusJanus wrote:
Draco18s wrote:
DrDeth wrote:
Liz Courts wrote:
A warning to keep it civil, folks, and dial back on the snark. Thanks!
Maybe they will put a "snark" in Bestiary 4? ;-)
Be careful of the ones that go "booojummmm" in the dark.
Just as long as they don't have a blade that goes snicker-snack!

Ask the Jabberwock what he think of that.

Liberty's Edge

Draco18s wrote:


Diego Rossi wrote:


PRD wrote:


Acid Pit
Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid.

2d6 halved because it is energy damage, then you apply hardness.

PRD wrote:


Spiked Pit
Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes.
2d6 piercing reduced only by hardness.

Dude. Two of those specifically say creatures.

I can be OK with an acid pit effecting items (pool of acid) but spikes? No. The spikes also only effect the initial fall, and do not do damage each round.

Right about the spiked pit doing the damage only I the initial fall. Very questionable the point about the "creature" part. You think that falls only affect creatures? A falling object don't take damage? The spell say "take falling damage as normal". "Normal" is that unattended object take damage from a fall.

Same thing for the acid damage, with the added point that it do continuous damage (but it is so low that most objects with a little hardness will not feel it).

Diego Rossi wrote:


PRD wrote:


Hungry Pit
In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size
4d6 bludgeoning reduced only by hardness.

You left out the most damaging of the pits. I don't think that "anyone" is limited to creatures. 4d6 bludgeoning every round, unless the item is something that don't take damage from bludgeoning attacks or has a high hardness, can destroy almost any object with enough rounds.


Diego Rossi wrote:
You left out the most damaging of the pits. I don't think that "anyone" is limited to creatures. 4d6 bludgeoning every round, unless the item is something that don't take damage from bludgeoning attacks or has a high hardness, can destroy almost any object with enough rounds.

And that's probably the reason I left it out of the distinction to "creatures." Because it doesn't say "creatures."

Liberty's Edge

Draco18s wrote:
Diego Rossi wrote:
You left out the most damaging of the pits. I don't think that "anyone" is limited to creatures. 4d6 bludgeoning every round, unless the item is something that don't take damage from bludgeoning attacks or has a high hardness, can destroy almost any object with enough rounds.
And that's probably the reason I left it out of the distinction to "creatures." Because it doesn't say "creatures."

The question stay:

The spells say "Creatures who fall into the pit take falling damage as normal".
That mean that failing objects don't take damage?
Or that "as normal" mean that item and persons take the normal falling damage?

Sovereign Court

Interestingly: "Creatures that take lethal damage from a fall land in a prone position."

So Grease is 1st level and puts people prone if they fail Ref save; Create Pit is 2nd level and puts them prone AND traps them at the bottom of a pit AND damages them

You can see why some people hate it...


Combine them to bull rush even more people into the pit.


That and the extra Climb checks caused by taking additional damage while climbing and the extended length of hungry pits can mean you're in for a rough ride unless you're trained enough to succeed automatically even on a 1 (or at least not fail by more than 4 to end up taking more falling damage and starting all over at the bottom.

Sovereign Court

yeah... this is convincing me that I should put a dim door item on all my characters that can't cast dim door...

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