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2020-05-02, 01:02 PM (ISO 8601)
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2020-05-02, 04:48 PM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q:208
Any idea why the "Dire" template can make animals larger, but doesn't grant the bonuses and penalties that would ususally apply?
Originally Posted by Dire TemplateLast edited by Draconi Redfir; 2020-05-02 at 04:48 PM.
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2020-05-02, 07:45 PM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A207 clarification: Where are you seeing the +4? I only see the -4 to AC for the prone target.
A208: I can't be sure because it's a third-party template, but I'd guess it's because the size bonuses are subsumed into the ability score adjustments the template gave you already. However, your best bet is to contact the publisher of that template and ask them.Plague Doctor by Crimmy
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2020-05-03, 05:22 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q209
When using a meditative spell, such as Visualization of the Mind, is preparing it part of the spells for the day, or does it have to be prepared from the previous day, effectively costing one slot from the previous day and one from the current one?
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2020-05-03, 10:38 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A 209 As per the description of meditative spells:
Originally Posted by Divine Anthology, Meditative descriptor
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2020-05-04, 03:14 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q210
Can you do a Kinetic Blast (devastating infusion) while grappling?
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2020-05-04, 06:56 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A 210 You can use any spell-like ability, like a kinetic blast, while grappling. You just need to roll to concentrate to see if you do so successfully. In the case of a Devastating Blast, you can't use both hands for it but otherwise it's the same as any other kinetic blast in a grapple.
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2020-05-04, 10:12 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q211
Is the free grapple or sunder check for order of the hammer samurais in addition to the attacks with a katana for example, so basically an extra sunder or grapple after the normal attack?
Q212
If already grappling, does that mean two grapple checks per turn?Last edited by AlextheGrand; 2020-05-04 at 10:12 AM.
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2020-05-04, 10:37 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A211: As written the "free" check is in addition to your other attacks in the full-attack, as it wouldn't be "free" otherwise. (This is more impactful for the grapple, as the author may have forgotten that you could replace any of your attacks in a full-attack with a sunder attempt anyway - the Player Companions tend to be a little less well-edited, as well as receiving fewer FAQ/errata, than the core books.)
A212: No, just one - because you have two choices, either maintain the grapple as a standard action, or full-attack. If you do the former, you won't have the actions left to full-attack. If you do the latter, you will get the free grapple check (which you can use to maintain the grapple after your full-attack so it doesn't end) but that will only be one check rather than two. Note also that you can only full-attack with a light weapon while in a grapple, so your katana is out - you'll need something like a wakizashi or unarmed strike instead.Plague Doctor by Crimmy
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2020-05-07, 10:42 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
[3rd Party Dreamscarred Press / Path of War Question.] Please double check my understanding
Q213:
- Part 1) Oath of the Intercessor (Eternal Guardian 2nd level counter) allows you to take an attack "hit" meant for your ally. As part of taking the hit you two swap places. The range for this maneuver is Melee Reach Links to the Maneuver
- Part 2) Zealot's Collective's allows A zealot can initiate certain maneuvers through his collective. If a zealot maneuver specifies one or more willing targets (or is harmless) and has a range greater than personal, he can initiate this maneuver on a member of his collective regardless of the range of the actual maneuver. All other non-range restrictions still apply.https://www.d20pfsrd.com/alternative...lasses/zealot/
- Part 3) So am I understanding this correctly adding Part 1 and Part 2... Q213 TLDR: Can a Zealot now use this counter with any ally in their collective as long as that ally is in the collective range not melee range? For example a Zealot 10 can do it with any ally within 200 feet (Medium Range 100+10 feet per Zealot Level) ? Effectively this allows the Zealot to take the damage and to do a benign transposition effect simultaneously without the teleport descriptor?
Thank you in advance!
[I just want someone to double check my understanding. I am looking at the Eternal Hourglass feat which allows me to use Eternal Guardian Counters as Free Actions.]Last edited by Ramza00; 2020-05-07 at 10:43 AM.
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2020-05-07, 10:55 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Yes.
Imagine a scenario where a D&D monster can move at 130 feet in 6 seconds without teleporting, and mauls something at the end of the movement. Is that easy enough?
Now imagine a scenario where a devoted leader with the ability to tweak reality moves himself 130 feet to support his friends using his spirit bond (which unlocks telepathy at 3rd level, the same level a zealot can learn the maneuver).The future is bright.
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2020-05-07, 11:21 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Last edited by Ramza00; 2020-05-07 at 11:22 AM.
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2020-05-13, 03:05 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q214
Can you use the enthrall spell to stop an enemy from attacking you if no one attacks the enemy? Even in an obvious combat situation?
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2020-05-13, 07:01 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A 214 Yes, though the spell ends for all enthralled creatures if any enthralled creature is attacked, so it's a fragile spell to keep active in combat.
Last edited by Cieyrin; 2020-05-13 at 07:03 AM.
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2020-05-14, 03:42 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q215 If someone is sleeping, and a PC ties them up with bloodvine rope (a standard action), can the tied up character still escape with a grapple check vs 20+ the CMB of the person who tied them up? I ask because the bloodvine rope has text detailing it's own especially high DCs for escape artist and strength checks.
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2020-05-14, 07:11 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A 215 The bloodvine rope is specific over the general rules of escaping from rope, so its DC takes precedence. Not that the sleeping character can escape the rope till it wakes up, anyways.
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2020-05-14, 09:05 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q216 Can tieing a character up wake them up if they are under slumber or sleep spell?
Q217 Do smoke bullets deal normal sling damage as well as their effect?
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2020-05-14, 09:16 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A216: If tying them up does not involve "slapping or wounding them" then no, it won't wake them.
A217: Unclear, and these are from PCS (which is a 3.5 book and was superseded by the ISWG) so you'll want to get your GM's permission before using them.Plague Doctor by Crimmy
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2020-05-16, 03:28 PM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q 218: How do you calculate the cost for refitting armour to a new wearer? (for example armour for an elf changed to fit a human)
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2020-05-16, 07:51 PM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A218: This rule appears to only apply to full plate, and it appears to be random (2d4 * 100gp). It doesn't appear to apply to other armor types.
In addition, magical armor will typically resize on its own unless it is rare or race-specific.
Assuming you're asking about full-plate - for the random roll, I would consider checking with your GM if the cost can be minimized or even waived since you're going between equal sizes / similar body types (human/elf.)Plague Doctor by Crimmy
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2020-05-18, 11:35 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q219
Does the top of a gelatinous cube ally count as a stable surface to teleport onto?
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2020-05-18, 11:50 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A219: This is primarily a GM call, but here are some factors to consider:
- Per the bestiary entry, they are described as being made of "slime"
- A creature walking into one is automatically engulfed (no action required from the cube)
- Teleport relies not just on the "stability" of the destination surface, but whether it is "capable of supporting" the subject.
For these reasons I would rule that they are too permeable to stand on top of / teleport onto for most creatures, but the RAW is not specific one way or the other.Plague Doctor by Crimmy
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2020-05-20, 02:16 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q220: Does a Magus using Shocking Grasp as part of spell combat receive a +3 on attack rolls until their Shocking Grasp is expended? I found several rules discussions online but nothing super conclusive. Purely raw, making an attack as part of spell combat would qualify as "delivering the jolt" and as it doesn't specify that the bonus only applies to touch attacks, it would apply to any attack made as part of spell combat while the charge is held.
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2020-05-20, 02:34 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q221: Does Haunting Mists make creatures lose wisdom every turn if they fail there save? Or only once?
Q222: Can they see through the haunting mist if they pass their save?Last edited by Alex1983; 2020-05-20 at 02:35 AM.
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2020-05-20, 02:51 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A220: Yes, you get the +3 until you successfully hit, even if that takes a few swings. (Note that you need spellstrike, not spell combat, to apply this benefit to your weapon attacks.)
A221: A spell has to specify if it forces additional saves/saves each round, so you would only save once if you stayed inside.
A222: No - the "will partial (see text)" means only the part of the spell that specifically mentions the save is subject to it. Making your save doesn't allow you to see through the cloud.Plague Doctor by Crimmy
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2020-05-20, 02:52 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A220: Yes, that's correct. As long as you're holding the charge, every melee attack that you make, either with your hand or with your weapon through Spellstrike, is an attack to deliver the charge. Once you hit, Shocking Grasp automatically goes off, though, so you can't intentionally hold it back to retain +3 to attack rolls.
A221: Once.
A222: No. The Will (partial) save allows you to negate the WIS damage and the shaken condition, but not the obscuring effect.
EDIT: Oops, I got Psyren'd!Last edited by Seto; 2020-05-20 at 02:53 AM.
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2020-05-20, 10:42 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q223: When a PC is on fire from burning infusion. What is the DC to put the fire out?
Q224: When a PC is on fire from burning infusion. What is the action required if any, to get a reflex save on his turn to put fire out?
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2020-05-20, 11:00 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A223: Infusions are wild talents and so they use your wild talent DC for saves unless otherwise noted. Part of this DC calculation uses your kinetic blast spell level (i.e. half your kineticist level.) Cites below:
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus.
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The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion.Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
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Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
A224: The reflex save to deal with being on fire is automatic, but they can only attempt it on their turn and only once per turn.Plague Doctor by Crimmy
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2020-05-20, 11:06 AM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
Q225: For the Brutal Disruptor's Channeled Disruption ability, do you simply make disrupt pattern attacks as melee touch attacks, or is it more like a spellstrike where the disrupt pattern rides on top of a normal melee attack?
Originally Posted by Channeled DisruptionThe Library of Metzofitz: An up-to-date reference document for all of your Akashic, Path of War, and Psionic needs. In the works: Gonzo and Legendary material.
Pathfinder Caster Spreadsheet: For when you need to check if there's a spontaneous caster Witch or a Charisma-based Alchemist (the answer is yes). Includes manifesters, initiators, and veilweavers. Now with a colorblind version!
Akashic Character Sheet: Tracks invested Essence, plenty of space for veils and other Akashic hullabaloo.
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2020-05-20, 02:30 PM (ISO 8601)
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Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die
A225: It's "as part of melee attacks", not "as a melee attack", so there are other parts of a melee attack; since it doesn't specify you make melee attacks any differently with it, you still make an attack roll, can threaten a critical hit, and roll the basic weapon damage (the die, plus any modifiers such as enhancement bonus and Strength) on a hit, and multiple times on a crit, and any modifications made to your melee attacks (such as when you perform an attack action and your Vital Strike feat allows you to roll additional damage dice) still apply. You can full attack, for instance.
The interaction between the disrupt pattern class feature and weapon criticals isn't spelled out in channeled disruption, but for precedent, you could judge the magus's spellstrike, which normally allows double the spell damage (as usual for spell attacks) when a critical hit is scored with the weapon attack; for the cryptic's disrupt pattern, the additional damage on a critical hit is still only 1d6 + her Intelligence modifier, since enhanced disruption is specifically not multiplied. As usual, the cryptic's active creature type influences whether or not the disrupt damage is halved.Last edited by Powerdork; 2020-05-20 at 04:18 PM.
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