Misinterpret the rule!


Forum Games


The rules are simple: Take the rule another poster offered and twist it to something stupid! Then go to the PRD and quote some random rule of your own for the next poster to mess up.

Some examples:

Silversheen wrote:
This shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.

Technically, if silversheen can be applied to a "weapon", and it replaces all properties of any other "special material" it might have, I can apply it to an enemy's adamantine weapon to remove its resistance to sundering!

OR technically, to an entire orc! After all, what is an orc but a living, breathing weapon?

Dog Statistics wrote:
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Technically, there's nothing in the rules saying a dog can't play basketball!

Now it's your turn! I'll start things off with an easy one.

Paladin wrote:

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

If you're thinking, "They interpret wrong!"

And other Paizo facts
Remind yourself, "It's just a game,
"I should really just relax!"


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I see that Pathfinder is indeed a system devoid of holes or flaws.

Hey, here's a stick. Go poke the General Discussion subforum, then RUN BACK FAST.


Kobold Cleaver wrote:


Paladin wrote:

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Technically, it doesn't say a paladin loses all class features if she breaks her code of conduct, only if she commits an evil act. Therefore, as long as the lying and cheating etc. is purely chaotic, you can do it all you want!

Skills wrote:


Aid Another: You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.


Kobold Cleaver wrote:

...

Paladin wrote:
Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
...

Hold on. Wouldn't the whole "lose class features if you fall" thing be considered a class feature itself, or at least a part thereof. Which means that when you fall you lose the class feature that says that you lose your class features when you fall. Which means that you get them back immediately. And then you get hit by the fall penalties again. And then you don't. And then you do. Don't. Do. Don't. Do.

ohgodmakeitsthap

Ok, have a rules citation about alignment.

Law VS Chaos wrote:

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

Law
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

Chaos
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Neutral
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.

LET THE INSANETROLLLOGIC RULESLAWYERING...BEGIN


Braingamer wrote:


Skills wrote:


Aid Another: You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.

(Alignment is not a rule, per se.)

TECHNICALLY, the limitation is EITHER that "a character's help won't be beneficial", OR "only a limited number of characters can help at once." The GM has to choose. The second part of the limitations only applies if "the skill restricts who can achieve certain results", and can be disregarded in other cases, meaning the further restrictions the GM might impose are irrelevant.

Here's for you:

Rage wrote:

Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.


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Technically, it never says that a rage ends when the duration is up.

Blind Fight wrote:

Blind-Fight (Combat)

You are skilled at attacking opponents that you cannot clearly perceive.

Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.


"An invisible attacker gets no advantages related to hitting you in melee", eh?

Dictionary wrote:

a favorable or desirable circumstance or feature; a benefit.

"the village's proximity to the town is an advantage"
synonyms: benefit, value, good point, strong point, asset, plus, bonus, boon, blessing, virtue

Right, so no benefits from Blessing, Virtue, or, in fact, any bonuses whatsoever related to hitting you in melee (and hey, attacking your allies is indirectly related to later being able to hit you!).

Firearm Rules wrote:
Misfires: If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4.

Scarab Sages

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Kobold Cleaver wrote:


Firearm Rules wrote:
Misfires: If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4.

The only penalty for a broken gun, if you have gun training in it, is that its misfire value increases by 2.

conditions wrote:

Dead

The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.


Lorewalker wrote:

conditions wrote:

Dead

The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.

Technically, only characters can have the dead condition - it makes no mention of creatures in the entry. Therefore, you cannot actually impose the dead condition on anything other than a PC. Might as well make the most of it!

*TPK*

Combat wrote:

Initiative: At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).

If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll to determine which one of them goes before the other.


Technically, if I'm not part of the combat at the start of the battle I don't have to make an initiative check. Thus, I can take as many turns as I like.

Breath Weapon wrote:
Breath Weapon (Su) Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature's racial HD + breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.


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Flagging for being in the wrong section, this clearly belongs in the rules forum


A breath weapon always allows a save for half damage, even if the breath weapon doesn't deal damage. The consequences of this are... unclear.

Pinned wrote:

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.


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It says that pinned doesn't stack with grappled, but it doesn't say that it doesn't stack with itself. Thus, we can pin someone twice, and because they're not allowed to take an action to free themselves from a different pin, they can never escape.

Your Local Meatball DM wrote:
Flagging for being in the wrong section, this clearly belongs in the rules forum

It's a game in a forum. How's it in the wrong place?

Inquisitor wrote:
Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Scarab Sages

Solo Tactics: You use the Illusion of calm spell to get a free Sneak Attack in a surprise round while convincing witnesses to believe that is was you who was being attacked.

Mummification Alchemist Discovery wrote:


Prerequisite: Alchemist 10, preserve organs discovery

Benefit: The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.


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Clearly, this rule indicates that this 30-day regimen must be entirely filled by exercising, dieting, and drinking tea. Doing anything else during this time causes the discovery to fail.

Monk Abilities wrote:
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.


The dirtiest one possible!!!

Quivering palm....A monk can have no more than one quivering palm in effect at one time....

@$#$$% &%$#$+ $$#$@##@ (redacted due to community guidelines)

....next!!! Step right up to the quivering palm...


Kobold Cleaver wrote:

Clearly, this rule indicates that this 30-day regimen must be entirely filled by exercising, dieting, and drinking tea. Doing anything else during this time causes the discovery to fail.

Monk Abilities wrote:
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

So your Monk must announce the attack?

"Hello my name is Jose Emmenez. You killed my father. Prepare to die from quivering palm!"

But if your Monk makes the attack roll, he(or she) must have a 20 sided die?


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Okay, I cannot bear to allow this post to be scrubbed when the thread it's from inevitably is, so:

Blakmane wrote:

Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death.

Sorry, you're a barb, you made a battleplan so I have to strip you of your power.

Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.

It appears your sorcerer has just walked into an antimagic zone! Let me look up the suffocation rules for you....

While many warriors strive to perfect their art, spending all of their time honing their skill at martial arms, others spend as much effort dedicating themselves to a cause.

You spent too long time training as a Cavalier, so i'm going to have you lose your powers.

my favourite:

Arcanists are the shapers and tinkers of the arcane world, and no magic can resist their control.

The arcanist takes control of your summons, no save! What? It's written right in the rulebook!

Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents.

Wow guys, rogues are actually the greatest class in the rulebook! We missed this line all along! Any situation, just pull an item, spell or ability out of your hat and refer to this line -- because you are prepared for everything!


So rogues have to keep a ton of useful gear with them at all times?
The rogue cannot enter the dungeon because their warehouse won't fit through the door!


Let's get this rolling again...

Kineticist wrote:


Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.


Even rarer are violent or traumatic experiences that wake you up from a deep sleep. :)


Easy peasy. A kineticist MUST delve into these mysteries on his/her own. Thus, they can't gain levels or even use powers if they are near another kineticist.

Cleric wrote:
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).


All this means is that the neutral cleric of a neutral deity must choose for each channel, and cannot reverse that channel after deploying if—if she channels negative energy damage, that damage cannot be reversed, but she can continue choosing for future channels.

Druid wrote:
Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber

Druids who make use of the Animal Companion style of Nature Bond, or who cast Summon Nature's Ally (spontaneously or otherwise) are forbidden from entering melee combat. Wildshaped druids can only choose to shapeshift into predators or ruthlessly sarcastic forms. They are forbidden from shaping into anything that isn't savage. Druids can worship nature deities, alcohol that is under a blur effect, mythic furries, and Niagara Falls (but only Niagara falls).

The Psychic wrote:

Warped Brain (Su): At 5th level, your mind becomes

difficult to comprehend. When another creature uses a
mind-affecting spell or ability against you, that creature
must attempt a Will save. If it fails, it becomes nauseated
for 1 round. This ability triggers even if you succeed at your
save (or are otherwise unaffected by the spell or ability), but
doesn’t apply if you’re a willing subject of the spell. This is
a mind-affecting effect.


If the spell is going to make you willing, the ability won't apply.

Core Rulebook Getting Started wrote:
Whenever a roll is required, the roll is noted as "d#," with the "#" representing the number of sides on the die. If you need to roll multiple dice of the same type, there will be a number before the "d." For example, if you are required to roll 4d6, you should roll four six-sided dice and add the results together. Sometimes there will be a + or – after the notation, meaning that you add that number to, or subtract it from, the total results of the dice (not to each individual die rolled). Most die rolls in the game use a d20 with a number of modifiers based on the character's skills, his or her abilities, and the situation. Generally speaking, rolling high is better than rolling low. Percentile rolls are a special case, indicated as rolling d%. You can generate a random number in this range by rolling two differently colored ten-sided dice (2d10). Pick one color to represent the tens digit, then roll both dice. If the die chosen to be the tens digit rolls a "4" and the other d10 rolls a "2," then you've generated a 42. A zero on the tens digit die indicates a result from 1 to 9, or 100 if both dice result in a zero. Some d10s are printed with "10," "20," "30," and so on in order to make reading d% rolls easier. Unless otherwise noted, whenever you must round a number, always round down.


Technically, your GM cannot roll on a random percentage table if their d10's are the same colour.

Equipment wrote:

Weapons

All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll is equal or greater than the target's AC, the hit becomes a critical hit, dealing additional damage.


All weapons deal hit point damage, which is automatically contracted upon acquiring the weapon. This includes creatures with natural weapons, and fighters with Weapon Focus. Don't use weapons. Be a wizard, kids.

Magic Stone spell wrote:
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

Scarab Sages

The first stone must be fired or hurled by a (non-fallen) Paladin; nobody else is permitted to use them before they do so.

Numerological Gift Ru-Shi Dhampir Racial Trait wrote:

Since birth you have had an intimate connection with a certain number.

Benefit: When you select this trait, roll 3d6. The resulting number becomes your numerological totem and can never be changed. Once per day, when you roll your totem number on a d20 (such as an attack roll, save, or skill check), you may treat that roll as if you had rolled a natural 20 on the die.

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