What rules most often need to be explained?


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Sovereign Court 5/5 *

Pathfinder Rulebook Subscriber

This seems to be contradicted in the Monkey See, Monkey Do Blog.

Jason Bulmahn wrote:
The Handle Animal skill functions similarly no matter how intelligent an animal becomes. A character must still make Handle Animal checks to train his animal and get him to perform the appropriate tasks.

Sovereign Court 5/5

Kigvan wrote:

This seems to be contradicted in the Monkey See, Monkey Do Blog.

Jason Bulmahn wrote:
The Handle Animal skill functions similarly no matter how intelligent an animal becomes. A character must still make Handle Animal checks to train his animal and get him to perform the appropriate tasks.

Again, that's referring to animals specifically, not magical beasts. The PRD section I quoted makes the distinction between the two:

PRD wrote:

Sentient Companions - Paladin bonded mounts, familiars, and cohorts fall into this category, and are usually player-controlled companions.

...

Nonsentient Companions - Animal companions, cavalier mounts, and purchased creatures (such as common horses and guard dogs) fall into this category. You can direct them using the Handle Animal skill, but their specific behavior is up to the GM.

Sovereign Court 2/5

This is kind of starting to turn into a rather lengthy rules discussion.

The problem with the interpretation presented above is that Magical Beasts are not listed in either category explicitly. Because they're being used as mounts or animal companions they are closer to Nonsentient companions.

But its a rules ambiguity because they didn't cover the rules properly, so GM fiat.

Silver Crusade 3/5

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If I am required to use Handle Animal to control my magical beast companion, then it follows that Handle Animal works on magical beasts. So I can use it to "push" a chimera, for instance. Or a purple worm.

Push is a DC 25.

First-level half-elf ranger with Cha 16, 1 rank in Handle Animal, and Skill Focus (Handle Animal) can bypass a purple worm by saying "Stay." and rolling a 15 or better.

Neat.

4/5

nosig wrote:
Mark Stratton wrote:
The Fox wrote:
What's in the box? wrote:
My group tends to look up the status-y things A LOT: sickened, shaken, blind, etc.
Might I interest you in some Conditions Cards? One of the best purchases I've made.

I have found these useful as a player, but as a GM? I find them INVALUABLE! Makes some of my GMing much faster to have those in front of me (when they apply to my monsters or NPCs.)

So inexpensive for what you get out of them.

I actually put them in the 9 pocket plastic sheets - in Alpha order with 2 in each pocket. (there are 4 of each card, so I file half "face up" and half "face down") this uses 3 plastic sheets, but it only takes a few seconds to pull the one I need, and I can do it while running my mouth. I just have to remember to put them back in the correct pocket, and not flip them over (or they get filed in the wrong pocket).

We cut a standard envelope (6", not the #10) in half. One set of the condition cards fits nicely in each half.

The Exchange 5/5

Dorothy Lindman wrote:
nosig wrote:
Mark Stratton wrote:
The Fox wrote:
What's in the box? wrote:
My group tends to look up the status-y things A LOT: sickened, shaken, blind, etc.
Might I interest you in some Conditions Cards? One of the best purchases I've made.

I have found these useful as a player, but as a GM? I find them INVALUABLE! Makes some of my GMing much faster to have those in front of me (when they apply to my monsters or NPCs.)

So inexpensive for what you get out of them.

I actually put them in the 9 pocket plastic sheets - in Alpha order with 2 in each pocket. (there are 4 of each card, so I file half "face up" and half "face down") this uses 3 plastic sheets, but it only takes a few seconds to pull the one I need, and I can do it while running my mouth. I just have to remember to put them back in the correct pocket, and not flip them over (or they get filed in the wrong pocket).
We cut a standard envelope (6", not the #10) in half. One set of the condition cards fits nicely in each half.

how does this help in using them? I can see the portablity of it, and the ease of storage, but if I need the Entangled condition card in the middle of a game (someone got hit with a tanglefoot bag) don't I still need to search thru the stack of cards to find it? With the plastic sheets I just (one handed) flip to the page and pull out the card.

Grand Lodge

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The Fox wrote:

...bypass a purple worm by saying "Stay." "Come here, buddy." and rolling a 15 or better.

Neat.

You mean to say I can build a Kwizats Haderach/Paul Atreides character and ride the worms and CONTROL THE SPICE AND BY EXTENSION THE UNIVERSE.

I think that's what you meant you say.
Time to take all my other characters and throw them in the trash.

Grand Lodge 4/5

1 person marked this as a favorite.

Just an FYI:
Handle Animal is for animals, no matter how intelligent the animal is.

Horse: N Large animal
Griffon: N Large magical beast
Worg: NE Medium magical beast

Animal wrote:

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. An animal has the following features (unless otherwise noted).

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Fortitude and Reflex saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.
Traits: An animal possesses the following traits (unless otherwise noted in a creature's entry).

Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
Low-light vision.
Alignment: Always neutral.
Treasure: None.
Proficient with its natural weapons only. A noncombative herbivore treats its natural weapons as secondary attacks. Such attacks are made with a –5 penalty on the creature's attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.
Proficient with no armor unless trained for war.
Animals breathe, eat, and sleep.

Magical Beast wrote:

Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can't necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
Good Fortitude and Reflex saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical beasts: Acrobatics, Climb, Fly, Perception, Stealth, Swim.
Traits: A magical beast possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet.
Low-light vision.
Proficient with its natural weapons only.
Proficient with no armor.
Magical beasts breathe, eat, and sleep.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
BartonOliver wrote:
That only normal Ioun Stones can be resonated.

And not at all in the PFS Core campaign.

Grand Lodge 5/5

Charon's Little Helper wrote:
BartonOliver wrote:
That only normal Ioun Stones can be resonated.
Well - that one is a PFS houserule after all. (one my home group uses too) Normally it's 75% chance for normal ones, 25% for damaged ones.

Yes and it appears in a resource that is less used than it should be. (Additional Resources)

Sovereign Court 1/5

2 people marked this as a favorite.

Just a list of things I've noticed that are commonly forgotten or overlooked:

3 Ranks in Acrobatics increases your dodge bonus to AC from a Total Defense action to +6 instead of +4.

1 rank in Survival causes you to always know which way is North.

Diplomacy and Intimidate checks outside of combat are not instant. They take one minute to perform.

There are size bonuses and penalties to Intimidate checks based on your size in relation to the target's size.

If you are brought below 0 hit points while suffering bleed damage, you can not stabilize until the bleed effect is overcome.

These are just a few off the top of my head <.<

EDIT: Thanks, Jiggy! That actually helps me a LOT! I've had ity wrong the whole time! And now I know! Which is the purpose of this thread! Woo!

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

7 people marked this as a favorite.
Brigg wrote:
If you used a Swift action during your turn, you can not use an immediate action within the same round.

Actually, you've got that backwards. If you use an immediate action on your turn, it uses that turn's swift. If you use an immediate action off-turn, it uses the following turn's swift. But you could totally use your swift and then, between turns, use an immediate.


Adventure Path Charter Subscriber

this has been explained numerous times and it still makes my brain explode.

Scarab Sages 4/5

Brigg wrote:
Diplomacy and Intimidate checks outside of combat are not instant. They take one minute to perform.

Diplomacy checks are never instant. The only use of Diplomacy that does not take at least 1 minute is to "Make a Request." Making a Request only has a chance of succeeding if the person/creature you are making the request to is at least Indifferent to you. So, practically speaking, Diplomacy can't really be used in combat to any real effect, though I know many GMs gloss over that, because it makes talking your way out of a great many situations near impossible.

The Diplomacy rules in general aren't well understood (or, at least, aren't enforced).

Gather Information takes 1d4 hours.

You can only use Influence Attitude on a creature once per 24 hours.

If you fail a check to Influence Attitude by 5 or more, the target's attitude decreases by one step. This means that someone just making a roll because they can, even if they have a low (or negative) modifier, actually can make the situation worse.

Giant Hunter's Handbook apparently added a new use, combining Diplomacy and Bluff to make someone grant a request while thinking it was their idea all along. I think that's a wonderful new mechanic, though it's probably too new to qualify as something that has had to be explained often.

Grand Lodge 4/5

A lot of GMs also gloss over that because multiple scenarios explicitly tell you to.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Preparing to run a certain superdungeon has tough me, that light sources are very important, and it is worth remembering people that most races can't sneak attack in areas of dim light.

Grand Lodge 2/5

Brigg wrote:
1 rank in Survival causes you to always know which way is North.

Thanks, I didn't know that one ^_^.

Liberty's Edge 1/5

claudekennilol wrote:
Brigg wrote:
1 rank in Survival causes you to always know which way is North.
Thanks, I didn't know that one ^_^.

Me neither. Guess I'll throw all my compasses out now.

Sczarni 5/5 5/55/5 ***

Don't throw them away!

You still need them to figure out where East, South, and West are.

If you already did, don't forget: the moss always grows on the outside of the tree!

Dark Archive 5/5 *

Disarming traps and other devices------ the roll is made in secret.
you dont know if it worked

Sovereign Court 1/5

Ferious Thune wrote:
Brigg wrote:
Diplomacy and Intimidate checks outside of combat are not instant. They take one minute to perform.

Diplomacy checks are never instant. The only use of Diplomacy that does not take at least 1 minute is to "Make a Request." Making a Request only has a chance of succeeding if the person/creature you are making the request to is at least Indifferent to you. So, practically speaking, Diplomacy can't really be used in combat to any real effect, though I know many GMs gloss over that, because it makes talking your way out of a great many situations near impossible.

The Diplomacy rules in general aren't well understood (or, at least, aren't enforced).

Gather Information takes 1d4 hours.

You can only use Influence Attitude on a creature once per 24 hours.

If you fail a check to Influence Attitude by 5 or more, the target's attitude decreases by one step. This means that someone just making a roll because they can, even if they have a low (or negative) modifier, actually can make the situation worse.

Giant Hunter's Handbook apparently added a new use, combining Diplomacy and Bluff to make someone grant a request while thinking it was their idea all along. I think that's a wonderful new mechanic, though it's probably too new to qualify as something that has had to be explained often.

Sorry, I grammared wrong when I typed that up. I meant to word it in such a way as to differentiate "Diplomacy Checks" and "Intimidate Checks made outside of combat".

Thanks for clearing that up for everyone. ^.^!

5/5 5/55/55/5

messy wrote:
this has been explained numerous times and it still makes my brain explode.

Easy way to think of it: You get one swiftmediate action a round. It resets at the end of your round.

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

BigNorseWolf wrote:
messy wrote:
this has been explained numerous times and it still makes my brain explode.
Easy way to think of it: You get one swiftmediate action a round. It resets at the end of your round.

I'm pretty sure messy was referring to Vital Strike and what it works with.

5/5 5/55/55/5

Huh. I need to lick my screen more...

Sovereign Court 4/5

Sense Motive checks shouldn't be called, and they are made in secret.

Which is why GMs should always check character sheets beforehand, roll a few d20s for each character and take their perception/sense motive bonuses.

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

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OK... some of mine.

  • Non-Lethal Damage. When you add your lethal and non-lethal damage and the total equals or exceeds 0, the character is unconscious. When the total Non-Lethal damage equals your total HP, any further Non-Lethal damage it turned to add to the tally for Lethal Damage. The character only dies when your Lethal damage goes to below your con. (That is, when a character with 50 hps and 10 Con takes the total of 110 Non-Lethal Damage)
  • Adopted. Because of the Ultimate Campaign, Race Traits (The Half Feats, folks) no longer have the secondary Basic category. This allows for one to take traits that make the most sense to take with adopted, one previously categorized as Social as well as a Race trait.
  • Charging. As it is being discussed here, that one can only use one (Single) attack with a charge, meaning a mounted charge will see either the rider or mount attack, not both. If one has a Combat Trained mount and makes a ride check, then both can attack.

I also seen some from upthread that I have pointed out. Skills can not auto fail or auto succeed. One can roll a one on a wand UMD and still be successful if the UMD is 19 or above.

My pet pieve right now is the weapon size shenanigans that some have tried with the Earth Breaker. I hope the Titan Mauler gets corrected once the fighter Archtype that allow the oversized use is out, but Thunder and Fang simply does provide the loophole to wield an oversized two handed weapon. There is also a new Archtype that allow a particular four armed race to double wield bows, though that race is not, as of yet, PFS legal or has any boons.

Silver Crusade 3/5

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Poisons. Here is the text from the PRD on poisons for reference. I have bolded the part that I think many people are unclear about.

PRD wrote:

Poison

No other affliction is so prevalent as poison. From the fangs of a viper to the ichor-stained assassin's blade, poison is a constant threat. Poisons can be cured by successful saving throws and spells such as neutralize poison.

Contact poisons are contracted the moment someone touches the poison with his bare skin. Such poisons can be used as injury poisons. Contact poisons usually have an onset time of 1 minute and a frequency of 1 minute. Ingested poisons are contracted when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute. Injury poisons are primarily contracted through the attacks of certain creatures and through weapons coated in the toxin. Injury poisons do not usually have an onset time and have a frequency of 1 round. Inhaled poisons are contracted the moment a creature enters an area containing such poisons. Most inhaled poisons fill a volume equal to a 10-foot cube per dose. Creatures can attempt to hold their breaths while inside to avoid inhaling the toxin. Creatures holding their breaths receive a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation in Environment. Note that a character that would normally suffocate while attempting to hold its breath instead begins to breathe normally again.

Unlike other afflictions, multiple doses of the same poison stack. Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.

My understanding (and please correct me if I'm wrong) is that if someone is hit with multiple doses of poison, they make a single saving throw each round on their turn (not one for each attack, which is how I often see it run), and the DC is increased by a cumulative +2 for each subsequent dose after the first.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

The Fox wrote:

Poisons. Here is the text from the PRD on poisons for reference. I have bolded the part that I think many people are unclear about.

PRD wrote:

Poison

No other affliction is so prevalent as poison. From the fangs of a viper to the ichor-stained assassin's blade, poison is a constant threat. Poisons can be cured by successful saving throws and spells such as neutralize poison.

Contact poisons are contracted the moment someone touches the poison with his bare skin. Such poisons can be used as injury poisons. Contact poisons usually have an onset time of 1 minute and a frequency of 1 minute. Ingested poisons are contracted when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute. Injury poisons are primarily contracted through the attacks of certain creatures and through weapons coated in the toxin. Injury poisons do not usually have an onset time and have a frequency of 1 round. Inhaled poisons are contracted the moment a creature enters an area containing such poisons. Most inhaled poisons fill a volume equal to a 10-foot cube per dose. Creatures can attempt to hold their breaths while inside to avoid inhaling the toxin. Creatures holding their breaths receive a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation in Environment. Note that a character that would normally suffocate while attempting to hold its breath instead begins to breathe normally again.

Unlike other afflictions, multiple doses of the same poison stack. Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do

...

I *think* you only apply that to each dose that "sticks". That is, each time you get bitten, you roll at the base DC to see if you even get poisoned or not in the first place. Each failed save is a dose that's affecting you, so when you make your regularly-scheduled save on your turn, the DC is adjusted accordingly.

I think.

Silver Crusade 3/5

Jiggy wrote:

I *think* you only apply that to each dose that "sticks". That is, each time you get bitten, you roll at the base DC to see if you even get poisoned or not in the first place. Each failed save is a dose that's affecting you, so when you make your regularly-scheduled save on your turn, the DC is adjusted accordingly.

I think.

That is certainly very similar to how I usually see it run, and it is how I used to run it myself. But I'm not sure that is correct. The example that was given seems to suggest otherwise.

Here it is again for reference:

PRD wrote:
For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.

The example references only the spiders biting our hapless character three times and injecting him with poison. It doesn't say that he has failed each of those saving throws.

Again, I might be totally wrong, that is why I posted to this thread.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

1 person marked this as a favorite.

*digs a little*

Ah, I think I got the idea here. Particularly, points 2 and 5. Looking at the examples, though, I was only partially correct.

Dark Archive

Another poison stacking question (and actually relevant to me, since thanks to sorcerer shenanigans I am poisonous): If the character makes their save, are they then immune to the poison until the previous effect wears off, or can it be re-applied? If it can be reapplied, how does it interact with ability score damage - do they immediately start taking more, or is it some type of non-stacking effect that they won't take more ability score damage unless the second session of poison runs longer than the first?

5/5 5/55/55/5

Point 2 states it outright

2. The saving throw DC is increased by +2 for every active dose currently affecting the character. Poisons that were cured, have run through their entire frequency, or were negated with a successful initial saving throw do not increase the DC.

So if you can keep making that DC 13 save you're good.

4/5

When exactly "once per turn/once per round" checks happen. This is a rule that I'm not 100% clear on, and I know that they could be difference for each type of check.

If you get hit with a spell/effect that gives you a saving throw every round, does that go off on your initiative count or the caster's?

If you get knocked unconscious, do you make your stabilization check on your initiative count or on the "count" where you went unconscious?
In one game, a character got knocked to 1 shy of dead, and that character was next in the initiative order. The GM had him make the stabilization check "on his turn", immediately after the hit: he failed, and died before the rest of the party could react. Had he not been next in the order, the cleric had multiple options to stabilize him.
More recently, I've had a GM say that one full round has to pass before the first stabilization check. Clearly, I prefer the latter, but I'm not sure which is right.

Dark Archive

I am actually wondering for offensive uses. Say I hit someone with a 1 str/round for 6 rounds poison. They take 1 point of str damage, save, then I bite them again after they recover from the first poisoning and it runs for the full time. Do they have 6 or 7 points of str damage?

Grand Lodge 4/5

Akari Sayuri "Tiger Lily" wrote:
I am actually wondering for offensive uses. Say I hit someone with a 1 str/round for 6 rounds poison. They take 1 point of str damage, save, then I bite them again after they recover from the first poisoning and it runs for the full time. Do they have 6 or 7 points of str damage?

Damage from poison sticks after they're cured, until it's healed naturally or magically. So 7.

Dorothy Lindman wrote:

When exactly "once per turn/once per round" checks happen. This is a rule that I'm not 100% clear on, and I know that they could be difference for each type of check.

If you get hit with a spell/effect that gives you a saving throw every round, does that go off on your initiative count or the caster's?

If you get knocked unconscious, do you make your stabilization check on your initiative count or on the "count" where you went unconscious?
In one game, a character got knocked to 1 shy of dead, and that character was next in the initiative order. The GM had him make the stabilization check "on his turn", immediately after the hit: he failed, and died before the rest of the party could react. Had he not been next in the order, the cleric had multiple options to stabilize him.
More recently, I've had a GM say that one full round has to pass before the first stabilization check. Clearly, I prefer the latter, but I'm not sure which is right.

I'm not sure about spells, but I do know about the dying part. From the CRB:

Quote:
On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. An unconscious or dying character cannot use any special action that changes the initiative count on which his action occurs.

Silver Crusade 1/5

Sebastian Hirsch wrote:
Preparing to run a certain superdungeon has tough me, that light sources are very important, and it is worth remembering people that most races can't sneak attack in areas of dim light.

...I felt better when I was blissfully unaware of this fact. Damn you, Sebastian!

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Blackbot wrote:
Sebastian Hirsch wrote:
Preparing to run a certain superdungeon has tough me, that light sources are very important, and it is worth remembering people that most races can't sneak attack in areas of dim light.
...I felt better when I was blissfully unaware of this fact. Damn you, Sebastian!

Yeah, once you start doing your research into the whole Darkness/continual flame/Daylight cluster..problem, it is pretty hard to stop.

And I know of no GM who takes the time to check whether or not an enemy is in the dim light area of your light spell, or torch. Of you want to avoid this, just get a couple of sunrods (they are cheap) and spread them around the area (using an unseen servant when necessary)... or just get darkvision.

Oh and to allow you to feel my pain, consider the rules interaction between swimming, in darkness, in difficult terrain, failing swim checks... oh and did I mention that the water is dirty and thus everybody has concealment.... and there are water elementals with their vortex ability... and a pretty decent chance to get hit by a Glitterdust... also there is quite a current and there is no air....

Preparing adventures for PFS can be so much fun, but in this case feels like a I am writing a legal argument.

just don't look too long at my profile pic, it is entirely irrelevant

5/5 5/55/55/5

Stealth: You cannot just go into stealth like invisibility. You need something to hide behind.

If you are human, forget sneaking up on anything to sneak attack it. You're standing in the shadows. You know what "the shadows" look like to everything in golarion that isn't human? Rigley field with the lights on.
You need to find another human or a halfling and then somehow hope that the light conditions leave a low light RIGHT next to a normal light and they're standing right on the edge.

If you walk through the dark with a torch, the dc to spot you is in the -60's.

Sczarni 5/5 5/55/5 ***

BigNorseWolf wrote:
Stealth: You cannot just go into stealth like invisibility. You need something to hide behind.

This was actually changed in the most recent printing of the CRB.

You can make a Stealth check, leave cover, walk up to your opponent in a bright room, and Sneak Attack them.

Grand Lodge 4/5

Nefreet wrote:
BigNorseWolf wrote:
Stealth: You cannot just go into stealth like invisibility. You need something to hide behind.

This was actually changed in the most recent printing of the CRB.

You can make a Stealth check, leave cover, walk up to your opponent in a bright room, and Sneak Attack them.

You still need the cover/concealment to go into stealth, even if you can then move out and sneak attack someone.

Grand Lodge

I frequently Invisibility just for "cover". The bonus doesn't matter much to me, but it ensures that in a lot of cases you will have perfect cover.

Silver Crusade 3/5

Jiggy wrote:

*digs a little*

Ah, I think I got the idea here. Particularly, points 2 and 5. Looking at the examples, though, I was only partially correct.

Thanks for digging, Jiggy. That helps a lot. :)

5/5 *****

Nefreet wrote:
BigNorseWolf wrote:
Stealth: You cannot just go into stealth like invisibility. You need something to hide behind.

This was actually changed in the most recent printing of the CRB.

You can make a Stealth check, leave cover, walk up to your opponent in a bright room, and Sneak Attack them.

I.dont have my books handy but as I recall you have to end your turn with cover or concealment to maintain stealth.

Liberty's Edge 1/5

Deussu wrote:

Sense Motive checks shouldn't be called, and they are made in secret.

Which is why GMs should always check character sheets beforehand, roll a few d20s for each character and take their perception/sense motive bonuses.

As far as I can tell, unlike disable device, sense motives and perception rolls are always called for. Having them made in secret is just a good house rule, but a house rule none the less.

Also works well with saving throws. Asking for a few will saves before the session will usually keep players on their toes. Or have them looking for the illusory wall all adventure.

Scarab Sages 4/5

andreww wrote:
Nefreet wrote:
BigNorseWolf wrote:
Stealth: You cannot just go into stealth like invisibility. You need something to hide behind.

This was actually changed in the most recent printing of the CRB.

You can make a Stealth check, leave cover, walk up to your opponent in a bright room, and Sneak Attack them.

I.dont have my books handy but as I recall you have to end your turn with cover or concealment to maintain stealth.

That is correct, but if you can get to your opponent and attack before the end of your turn, you do get a sneak attack, no matter how much open space you cross. At the end of your turn, you won't be hidden.

Sczarni 5/5 5/55/5 ***

^ that.

Sovereign Court 4/5

Deighton Thrane wrote:
Deussu wrote:

Sense Motive checks shouldn't be called, and they are made in secret.

Which is why GMs should always check character sheets beforehand, roll a few d20s for each character and take their perception/sense motive bonuses.

As far as I can tell, unlike disable device, sense motives and perception rolls are always called for. Having them made in secret is just a good house rule, but a house rule none the less.

Also works well with saving throws. Asking for a few will saves before the session will usually keep players on their toes. Or have them looking for the illusory wall all adventure.

I could have sworn sense motive checks should be made secretly.

I checked, and according to PRD the following checks are made secretly (by the GM): Disable Device, Disguise, and Linguistics.

However, it isn't disallowed to roll certain rolls in secret. Namely Appraise, Sense Motive, and Sleight of Hand.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

Sebastian Hirsch wrote:
Blackbot wrote:
Sebastian Hirsch wrote:
Preparing to run a certain superdungeon has tough me, that light sources are very important, and it is worth remembering people that most races can't sneak attack in areas of dim light.
...I felt better when I was blissfully unaware of this fact. Damn you, Sebastian!

Yeah, once you start doing your research into the whole Darkness/continual flame/Daylight cluster..problem, it is pretty hard to stop.

I'm willing to pay serious money for an app that lets you input the lighting conditions/spells+level and then tells you what the actual lighting conditions are.

Grand Lodge 5/5

Woran wrote:


I'm willing to pay serious money for an app that lets you input the lighting conditions/spells+level and then tells you what the actual lighting conditions are.

I think the premium version of roll20 does just that with dynamic lighting. (Which may or may not actually be helpful)

Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

Darkvision is useless in dim lighting though, isn't it?

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