Glass Cannons in PFS


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Liberty's Edge 1/5

Muser wrote:
Lau Bannenberg wrote:
Mighty Glacier wrote:

So what I gather from these six pages of discussion is that:

  • A good Con score helps, but is not necessary
  • Likewise, a low Con score is unwanted but not terrible, especially for some builds and playstyles
  • Crits are deadly. There are crits where a better Con score would not have made a difference
  • Crits are not the only ways to die

    Live and learn, am I right?

  • You forgot:

    Failing a save vs. Stinking Cloud is extremely annoying.

    Especially when the dc is so low you only fail on a result of 1. +25 bonus but nooooo.

    *quiet Seeker rage*

    Oh god, the "it's okay guys, I can't possibly fail this on anything but a one......... why did I say that."

    Dark Archive 1/5

    Oh yeah. "I have a +40 to that save. I'm not worried... crap... you can't auto fail saves, right? Please tell me you can't auto fail saves..."

    "Sorry Eric, but a one does fail saves."

    "But... +40, shouldn't that make me immune to poison by default?"

    "Nope."

    "... what the hell?"

    "Sorry Eric."

    "But... it's just a stupid goblin, how the hell does a goblin manage to poison me to death?!"

    "That... I'm not sure of. Maybe you should stop using that die? It did just roll eight natural ones in a row."

    The names have been changed, but the exchange I have had occur in a campaign.

    Dataphiles 3/5

    But think about it the odds say it can't possibly roll a nat 1 on the 9th roll...(insert evil grin here)...right?

    1/5 5/5

    Pathfinder Starfinder Roleplaying Game Subscriber

    So no matter what one does, there is *always* at least a 5% chance of bombing a saving throw.

    Almost argues against doing anything special to prevent that...

    The Exchange 3/5

    Wei Ji the Learner wrote:

    So no matter what one does, there is *always* at least a 5% chance of bombing a saving throw.

    Almost argues against doing anything special to prevent that...

    And that was the exact moment the magic of reroll builds was discovered.

    Dark Archive 1/5

    And why I bought a character folio before one PFS session. Mind you, I keep forgetting I have a folio reroll. But it has saved the life of a character or two. More often then not though, it ensures a little more gold on the chronicle. Usually. When the 2nd Day Job roll doesn't bomb worse then the first one.

    Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

    I tend to be over-cautious about saving it for later, when I'll really need it. Like for confirming an earthbreaker crit on an enemy that's got only 9 HP left..

    Dark Archive 1/5

    Yeah, can't always tell when you'd be better off using your reroll. Is that missed attack the one that will be critical to hit with? Is this the save you really need to make? Is blowing that Knowledge check something that will be detrimental to the party's chance of survival? Is there a trap there and you just couldn't find it with your roll of 12, or is the door actually trap free? Can't always tell.

    Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

    Mission-critical Diplomacy checks, saves vs. stuff that takes you out of the fight (stinking cloud, fear), or confirming a critical hit that'll drop an enemy (caster) - those are my favourite ways to spend it.

    Dark Archive 1/5

    Unfortunately, depending on DM style you may not know what the spell you just failed a save against was. Then again, if you made the save you may have even less clue :)

    Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

    Spellcraft can often help you there.

    Dark Archive 1/5

    True, but how often do non-casters have spellcraft? And I've seen many builds ignore spellcraft as a caster because they don't have detect magic.

    Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

    That might be a regional thing, I see quite a lot of it here.

    Scarab Sages

    Wei Ji the Learner wrote:
    Kahel Stormbender wrote:
    Yeah, a cloudkill is a cloudkill. Just because you have eight castings stacked in the same place doesn't make cloudkill more deadly then it already was.
    NOWWWW... if they have all the avenues of escape covered with different layers it could become *exceptionally* difficult to get out of the area of effect... of course.

    Necklace of Adaptation makes the whole thing null. I love that item for builds that don't have required neck slot items. Either that or toss an Iridescent Spindle Ioun Stone above your head.

    Dark Archive 1/5

    I believe Life Bubble also negates the effectiveness of cloudkill, does it not?

    Course it's ironically funny when the player gets himself caught in his own cloudkill.

    The Exchange 5/5

    Lau Bannenberg wrote:
    Spellcraft can often help you there.

    from the PRD -

    Action: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.

    and

    Identify a spell as it is being cast --------->15 + spell level

    some judges will impose significant environmental penalties... or not even allow it for such things as SLAs.

    YMMV - and very regional

    Shadow Lodge 4/5

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    Steven G. wrote:
    Either that or toss an Iridescent Spindle Ioun Stone above your head.

    No go on that Ioun Stone.

    Cloudkill wrote:
    Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.

    Sovereign Court

    Steven G. wrote:
    Necklace of Adaptation makes the whole thing null. I love that item for builds that don't have required neck slot items.

    Wait... what build doesn't have a required neck slot? Pretty much every character needs to get an AoNA. A weapon-using qinggong/Umonk with barkskin? That's all I can think of off the top of my head.

    5/5 5/55/55/5

    Charon's Little Helper wrote:
    Steven G. wrote:
    Necklace of Adaptation makes the whole thing null. I love that item for builds that don't have required neck slot items.
    Wait... what build doesn't have a required neck slot? Pretty much every character needs to get an AoNA. A weapon-using qinggong/Umonk with barkskin? That's all I can think of off the top of my head.

    Druids can use their own Barkskin which is often better.

    Rear liners that are not in the armor class race leave it open.

    Scarab Sages

    Charon's Little Helper wrote:
    Steven G. wrote:
    Necklace of Adaptation makes the whole thing null. I love that item for builds that don't have required neck slot items.
    Wait... what build doesn't have a required neck slot? Pretty much every character needs to get an AoNA. A weapon-using qinggong/Umonk with barkskin? That's all I can think of off the top of my head.

    I've never seen an Amulet of Natural Armor as a required thing for any build. Generally speaking unless you're building an AC monster, the money is better spent elsewhere unless you're on the cusp of your level's AC break-point.

    Qinggong Zen Archer doesn't require any neck slot item. Mine wears a Necklace of Adaptation. He has a Swarmbane in his Haversack; you know, for when you need a rodent kebab...

    Shadow Lodge 4/5

    Got a stonelord who has three different neck items and changed them based on the situation at hand. Then there's always subdermal implantation.

    Grand Lodge 4/5 5/55/5 ***

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    nosig wrote:
    Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves.

    Cloudkill:

    In general, that is true, but cloudkill is also a poison(inhalation) effect per the spell description. The poison rules which can be considered more specific than the general spell effect rules say, "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."

    Since each round of exposure to cloudkill seems to be an independent event (not affected by the save success in the previous round) it is reasonable to say that if multiple cloudkills are active, their effects stack. That should not mean multiple saves, but it can mean the save is increased by +2 for each additional "dose" of the poison you are exposed to each round. Having eight going on at the same time would therefore boost the save DC by +14. A single save would ignore the effects however. Increasing the duration does not seem to work in this case since (1) the spell has a finite duration, and (2) the poison effects seem to be round by round independently rather than an ongoing effect like a "normal" poison.

    This would seem to be a more "fair" way to adjudicate multiple cloudkills in the same area. Certainly moreso than forcing separate saves for each one each round.

    Scarab Sages 2/5

    Bob Jonquet wrote:
    nosig wrote:
    Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves.
    ** spoiler omitted **

    This is already handled by the rules.

    "Combining Magic Effects"...
    "Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies."

    Two cloudkill spells can exist in the same space at the same time, but only one of them will hold the conjured poison in existence in the joined area. They simply do not stack.
    But, a black tentacles could setup shop in the same area.

    But, if you move from one area affected by a cloudkill to a seperate cloudkill spell's area then you will be affected by the new cloudkill at that time. It is just that for the joined area the lesser version(like lower DC) is suppressed by the strongest version.

    Grand Lodge 4/5 5/55/5 ***

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    Spoiler:

    And an equally compelling argument can be made that the Poison rules are more specific in this case than the general spell rules and since cloudkill is a poison effect they would take precedence.

    I am not going to argue that this is the "right" adjudication, just that it is a reasonable one given the rules. The same can be said for them not stacking at all given the spell rules. I just think that allowing them all to function at the same time and independently of each other is the least desirable and least supported by the rules.

    YMMV

    Sovereign Court

    Steven G. wrote:
    Charon's Little Helper wrote:
    Steven G. wrote:
    Necklace of Adaptation makes the whole thing null. I love that item for builds that don't have required neck slot items.
    Wait... what build doesn't have a required neck slot? Pretty much every character needs to get an AoNA. A weapon-using qinggong/Umonk with barkskin? That's all I can think of off the top of my head.

    I've never seen an Amulet of Natural Armor as a required thing for any build. Generally speaking unless you're building an AC monster, the money is better spent elsewhere unless you're on the cusp of your level's AC break-point.

    Qinggong Zen Archer doesn't require any neck slot item. Mine wears a Necklace of Adaptation. He has a Swarmbane in his Haversack; you know, for when you need a rodent kebab...

    I disagree entirely - everyone should have a decent enough AC that they aren't hit by every iterative. All of my casters try to stick close to the classic 15+level. Light mithril shields make it pretty easy.

    As to your Zen Archer - I specifically mentioned weapon-using qinggong as an exception to the rule.

    BigNorseWolf wrote:
    Druids can use their own Barkskin which is often better.

    True - but most of them I've seen get an AoMF to make their wildshape better. So - I'll put down a caster-based druid & weapon-using monk as the 2 exceptions.

    Scarab Sages 4/5

    Cloudkill is also a Conjuration (creation) spell, which means that it's conjuring up an actual, physical cloud of poison, for what that's worth.

    Spoiler:
    Also, throw a Stinking Cloud on top of that Black Tentacles and Cloudkill, just for fun. I'm not saying this ever happened to me... ok, maybe it did. I was one of the lucky ones and made my saves/didn't get grappled. The party cleric was stuck in the Black Tentacles. Thankfully the Cloudkill moved on before it became a serious problem.

    With regards to the Amulet of Natural Armor - Add a Bomber Alchemist to that list, as they have access to Bearskin as well, and they don't need the Amulet of Mighty Fists.

    5/5 5/55/55/5

    Charon's little helper wrote:
    I disagree entirely - everyone should have a decent enough AC that they aren't hit by every iterative

    Most things you face in the dungeon Don't use iterative attacks, so there's little reason in trying to aim your AC at getting missed by them.

    It does require a plan for not taking more than one "thing moves up and hits you"

    Sovereign Court

    Ferious Thune wrote:
    With regards to the Amulet of Natural Armor - Add a Bomber Alchemist to that list, as they have access to Bearskin as well, and they don't need the Amulet of Mighty Fists.

    Fair enough - but not needing one is still the exception to the rule.

    Scarab Sages 4/5

    Yeah, my Sorcerer gave up on trying to keep his AC relevant. At some point, the cost to get an extra +1 just wasn't worth it, as I'd still get hit all the time anyway. But by that point, Displacement and Improved Invisibility were options (or Mirror Images or Blur earlier). If something with Arcane Sight or True Seeing or something similar targets me, there's always Dimension Door. I think at level 14 now, he's running around after Mage Armor with an AC in the high teens. It's not because he wants to get hit. It would have just cost me too much to add another 10 onto that and get to the point where it would matter. I think I did eventually sell off either his amulet or his ring of protection.

    EDIT: I should add, with Shield and Protection from Evil (now that he doesn't have a Ring of Protection), he can boost AC to the mid-20s against most things. So it's far from completely tanking AC. It just wasn't worth the gold to keep boosting the amulet.

    Scarab Sages 2/5

    Bob Jonquet wrote:
    ** spoiler omitted **

    It's not compelling at all, much less equally. If there is no poison there is no question of how the poison is affecting someone. The area of effect stacking takes place first and foremost before there is any poison to check rules on.

    While it is a conjuration spell with no SR, the magic still holds the poison in existence, which the lesser of the two spells can not do due to the rule I quoted.

    It is not a matter of 'which of the two poisons in the air is the one affecting me' it is a matter of 'which of the two spells has conjured the poison into this air'.

    Grand Lodge 4/5 5/55/5 ***

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    Charon's Little Helper wrote:
    everyone should have a decent enough AC that they aren't hit by every iterative

    Armor!?! What a silly soft-skinned pinky you are. A real Ulfen warrior needs no armor. My anger fuels me*.

    * an AC of 1, yes 1, might scare most players, but 232 HP can make that issue much less important :-)

    Grand Lodge 4/5 5/55/5 ***

    Lorewalker wrote:
    It's not compelling at all...

    Well, as I said, I am not interested in arguing about this issue. Thank you for your opinion. Until the designers weigh in specifically on this topic, I think we can just leave it up to table variation and the GM to adjudicate.

    Sovereign Court

    Malonyx Balentiir wrote:
    Charon's Little Helper wrote:
    everyone should have a decent enough AC that they aren't hit by every iterative

    Armor!?! What a silly soft-skinned pinky you are. A real Ulfen warrior needs no armor. My anger fuels me*.

    * an AC of 1, yes 1, might scare most players, but 232 HP can make that issue much less important :-)

    At what level? At high levels there are certainly things which could easily do that in a single round. Even if you have DR, you better hope you don't run into a monk with pummeling. (Flurry of misses wouldn't apply.) Or an archer with clustered shot for that matter.

    Grand Lodge 4/5 5/55/5 ***

    Charon's Little Helper wrote:
    At what level?

    12, also with DR5/- and things like Hard to Kill. The character has never worn any armor improvements of anykind and only "forced" to take the occasional dodge bonus from hast. His schtick is to withstand pain, rather than avoid it. Kind of an ultra-macho wilderness barbarian attitude.

    Monks with maximized flurry and optimized archers with cluster shot are few and far between in Paizo products, especially scenarios. Besides, if they can do more than 232 HP of damage in a single round, it is likely only a PC focused on defending specifically against the enemy's attack is going to more than mitigate the danger. There is always an enemy out there that can do things you cannot defend against or at least only minimally.
    In reaching level 12, he has only died and required a post-session raise once and that was waaay back in mid-levels. Since then he has been the recipient of roughly 3-4 breath of life, all paid for by himself except for the one the life oracle gave me for free during the session. Thanks dude! Well, actually it was a woman, so Thanks Dudette! ;-)
    the point being, he has fared about the same as his more heavily armored companions and considering he is usually expected to rush in and kill things when the "talkers" fail, he has done very well. He was most satisfied when he out-knowledged the bard on a knowledge check once. :-P

    Silver Crusade 4/5 5/55/55/5

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    Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

    "Need" is such a funny word. I see so many characters that meet none of these expectations, and their players are perfectly happy. Who are we to argue against that?


    Ferious Thune wrote:

    Cloudkill is also a Conjuration (creation) spell, which means that it's conjuring up an actual, physical cloud of poison, for what that's worth.

    ** spoiler omitted **

    With regards to the Amulet of Natural Armor - Add a Bomber Alchemist to that list, as they have access to Bearskin as well, and they don't need the Amulet of Mighty Fists.

    The spell doesn't say that the cloud conjured by Cloudkill is a "poison." All I see is a description, saying that it's a "poisonous cloud" and the [poison] descriptor, but not anything that indicates that it would work in a method similar to Insanity Mist. Compare with Prismatic Spray (Green):

    Spoiler:
    4 Green Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*

    Is there something that I'm missing that says that effects generated by spells with the [poison] descriptor act as Poisons?

    The Exchange 5/5

    Kitty Catoblepas wrote:
    Ferious Thune wrote:

    Cloudkill is also a Conjuration (creation) spell, which means that it's conjuring up an actual, physical cloud of poison, for what that's worth.

    ** spoiler omitted **

    With regards to the Amulet of Natural Armor - Add a Bomber Alchemist to that list, as they have access to Bearskin as well, and they don't need the Amulet of Mighty Fists.

    The spell doesn't say that the cloud conjured by Cloudkill is a "poison." All I see is a description, saying that it's a "poisonous cloud" and the [poison] descriptor, but not anything that indicates that it would work in a method similar to Insanity Mist. Compare with Prismatic Spray (Green):

    ** spoiler omitted **

    Is there something that I'm missing that says that effects generated by spells with the [poison] descriptor act as Poisons?

    bolding mine.

    The judge. "This is the way it works at my table."

    5/5 5/55/55/5

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    This game would be so much better without all the players...

    Scarab Sages 4/5

    No, I don't think anything in Cloudkill or elsewhere explicitly says it works like poison. Bob is saying it's a reasonable ruling for a GM to make. I was just pointing out that as a Conjuration (creation) spell, there is a physical cloud of poisonous vapors there, so multiple Cloudkills would mean multiple physical clouds of poisonous vapors. I don't know what the implication of that is (if anything). I thought it was worth pointing out, as it might influence how people think about the spell. It's unclear to me that "magic" is holding the cloud together, and that it doesn't just dissipate on its own after 1 min/level.

    Still, I'd likely only require a single save, and I wouldn't increase the DC. Depending on where the Cloudkills were cast from, they might spread out to cover a larger area, as they move in a direction away from the caster. I do feel like where Bob is going with it is closer to a house rule than a GM interpretation, but I understand how he's getting to that interpretation. I just wouldn't feel comfortable ruling that way in a PFS game and killing someone's character as a result (as a vastly DC increase Cloudkill could very likely do).

    EDIT: It's further worth pointing out that Cloudkill is not Dismissible. That further indicates to me that once the cloud is there, it's there, and a physical thing that has to be dealt with. I think it can still be Dispelled, but I've never really thought about whether Dispel Magic works differently on conjuration spells.

    Grand Lodge 4/5 5/55/5 ***

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    Kitty Catoblepas wrote:
    Is there something that I'm missing that says that effects generated by spells with the [poison] descriptor act as Poisons?

    Technically no, but the description does say, "its vapors are yellowish-green and poisonous." emphasis mine Certainly that can be just dismissed as fluff, but that statement is the source of why players use immunities to poison and bonuses to save vs poison against it. One has to decide, either its a poison effect or not. If not, then you should not allow things like an Amulet of Adaptation or a dwarf's poison resistance to work against it. The theory to that would be the magic spell is doing the damage, not a poison. If however, a GM rules that those types of things would work against it, meaning it is in fact a poison (even one magically created), then the poison rules could be applied.

    Admittedly this is a situation where multiple rules are inter-mingling in an usual way. I just think that saying there is only one way to adjudicate it given the ambiguity that exists is misleading.

    Scarab Sages 4/5

    Ok, so I glanced through Dispel Magic, and I also looked at Wall of Stone. I think, since the duration on Wall of Stone is Instantaneous, that a Wall of Stone cannot be Dispelled. But, since the duration of Cloudkill is 1 min/level, it can. If the duration of Cloudkill were Instantaneous, and the description said it dissipates after 1 min/level, then I think it probably couldn't be Dispelled. Anyway, this is a sidetrack. It was just something that never occurred to me.

    Scarab Sages 2/5

    Ferious Thune wrote:
    Ok, so I glanced through Dispel Magic, and I also looked at Wall of Stone. I think, since the duration on Wall of Stone is Instantaneous, that a Wall of Stone cannot be Dispelled. But, since the duration of Cloudkill is 1 min/level, it can. If the duration of Cloudkill were Instantaneous, and the description said it dissipates after 1 min/level, then I think it probably couldn't be Dispelled. Anyway, this is a sidetrack. It was just something that never occurred to me.

    Wall of Stone can not be dispelled, because the magic that created the stone is no longer there. It has already permanently created the stone.

    Cloudkill can be dispelled because it has a duration. Which means, though the item is conjured and real, it is only being kept real by an ongoing spell. Making it 'temporarily real'. Thus no SR, but would wink out in an anti-magic field. The magic does not affect those in the cloud, the magic creates and sustains the cloud.

    Scarab Sages 2/5

    Bob Jonquet wrote:
    Kitty Catoblepas wrote:
    Is there something that I'm missing that says that effects generated by spells with the [poison] descriptor act as Poisons?

    Technically no, but the description does say, "its vapors are yellowish-green and poisonous." emphasis mine Certainly that can be just dismissed as fluff, but that statement is the source of why players use immunities to poison and bonuses to save vs poison against it. One has to decide, either its a poison effect or not. If not, then you should not allow things like an Amulet of Adaptation or a dwarf's poison resistance to work against it. The theory to that would be the magic spell is doing the damage, not a poison. If however, a GM rules that those types of things would work against it, meaning it is in fact a poison (even one magically created), then the poison rules could be applied.

    Admittedly this is a situation where multiple rules are inter-mingling in an usual way. I just think that saying there is only one way to adjudicate it given the ambiguity that exists is misleading.

    Cause before effect, spell area before conjuration. You must rule on overlapping before you can rule on multiple poisons, as multiple poisons would not be in the area until the spells conjure them(or in the case of rolling into each other, continue to hold the poison in existence). It is not intermingling rules. It is, can two castings of the same spell affect the same area at the same time? If yes, you now have two poisons and must rule on that. But, the rule says no on two castings of the same spell effecting the same area.

    Silver Crusade 5/5

    Malonyx Balentiir wrote:
    Charon's Little Helper wrote:
    everyone should have a decent enough AC that they aren't hit by every iterative

    Armor!?! What a silly soft-skinned pinky you are. A real Ulfen warrior needs no armor. My anger fuels me*.

    * an AC of 1, yes 1, might scare most players, but 232 HP can make that issue much less important :-)

    I'd guess that you have spent far less on clw/infernal healing than you would have on defense, but that MUST get tedious. I'm imagining 4 other pathfinders whacking you round after round with clw wands.

    Grand Lodge 4/5 5/55/5 ***

    Lorewalker wrote:
    same basic stuff

    FWIW, my comment was directed at a new participant in the discussion. I am not going to convince you nor you me. You hitting me over the head with the same hammer for a third time is not gonna change my opinion that while I agree your interpretation has merit, it is not the only one.

    Grand Lodge 4/5 5/55/5 ***

    Alexander McGuire wrote:
    I'd guess that you have spent far less on clw/infernal healing than you would have on defense, but that MUST get tedious. I'm imagining 4 other pathfinders whacking you round after round with clw wands.

    While I have not "crunched" the gold, I would be willing to bet that my expenses towards healing have been much less than the lost opportunity cost of buying enough armor to mitigate my yoyo hit point totals. Leaves me more money for a bigger hammer...and delicious tea.

    FWIW, I do try to keep a wand of cure moderate wounds around. The healers seem to appreciate that. However, I prefer me that wizard infernal healing since it is all natural. Or at least that's what 'dem wizards keep telling me anyway. I prefer my own natural healing over those froo-foo cure spells the silly priests throw around. Although, I have to say that Gozreh has opened my eyes to the wider world of magic created by the trees and all living things. Its like an energy force that surrounds us and penetrates us...it binds the universe together*. Or some such nonsense. Anyway, having sooo many hit points makes me less reliant on healing during combat, although I never turn away aid from my companions. Most seem eager to provide it as I am busy taking all the enemy's attacks in a futile attempt to defeat me. You should see their faces when I let out a war-cry as Gozreh's power surges through me and I grow to the side of a giant. Hehe, it is amusing to say the least.

    * that was fun :-P

    Scarab Sages 2/5

    Bob Jonquet wrote:
    Lorewalker wrote:
    same basic stuff
    FWIW, my comment was directed at a new participant in the discussion. I am not going to convince you nor you me. You hitting me over the head with the same hammer for a third time is not gonna change my opinion that while I agree your interpretation has merit, it is not the only one.

    Saying the word interpretation does not make an argument valid. Yours was fundamentally flawed. I pointed it out. You continued to make the argument, I more explicitly outlined the flaw. You are not the only one reading.

    So yes, I do not intend to change your mind. It is quite often that, mid-disagreement, either arguing party will not change their minds. But those who listen can, and later after thought the original parties may as well.

    Dataphiles 3/5

    1 person marked this as a favorite.

    As someone else watching the discussion I have to say that I find Bob's argument more compelling. He presented a reason why the situation might be interpreted one way, and you refuted his point with reasons why it should be ruled another way. Since then he made a couple more points, and clarified that this is just an opinion and YMMV. You have basically just said I'm right you're wrong a number of times in response to his posts. This is just my view of the discussion, but I'm currently thinking that making a ruling based on the poison rules makes more sense.

    1. Cloudkill conjures a physical cloud of poisonous fumes.
    2. The effects are not mitigated by SR as they would if the damage were spell based.
    3. The effects ARE mitigated by a Fort save(and in my opinion poison immunity/bonuses vs. poison).

    All of this leads me to believe that in this case the rules regarding poisons are the most relevant. 1 save but with an increased DC based on the number of instances to which you are exposed.

    That said table variation is something to be avoided if possible in PFS, and I love to see a ruling from the developers.

    The Exchange 5/5

    sounds like this bit on multiple Cloodkills should go to the Rules board.

    here's some other threads to look into about this

    Link 1.

    Link 2.

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