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  1. - Top - End - #481
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Q207

    If your target is prone and you attempt a CMB check to grapple - do you get a +4 to your check and the target a -4 to CMD due to the prone condition, resulting in a 8 point advantage for the non-prone grappler?

  2. - Top - End - #482
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    Default 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?

    Quote Originally Posted by Dire Template
    Size and Type: If the base creature is Tiny or smaller, increase its size to Small. Otherwise, increase its size by one size category. The dire creature does not gain the benefits or penalties to ability scores that arise from increased size.
    Last edited by Draconi Redfir; 2020-05-02 at 04:48 PM.
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    Default 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.
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  4. - Top - End - #484
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    Default 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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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    A 209 As per the description of meditative spells:
    Quote Originally Posted by Divine Anthology, Meditative descriptor
    A meditative spell must already be prepared at the time when you start your 1-hour spell preparation ritual, and at the end of that time, the meditative spell of your choosing is cast, leaving you with that one spell slot used for the remainder of the day.
    So you must have it prepared the prior day to use during your preparations the following day. They're excellent candidates for a Pearl or Runestone so you're only out 1 slot instead of switching between 2 if you want it up all the time.
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  6. - Top - End - #486
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    Default 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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    Default 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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    Default 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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    Default 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.
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  10. - Top - End - #490
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    Default 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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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Quote Originally Posted by Ramza00 View Post
    Q213: 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? Effectively this allows the Zealot to take the damage and to do a benign transposition effect simultaneously without the teleport descriptor?
    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).
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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Quote Originally Posted by Powerdork View Post
    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).
    Thank You!

    Oh I like the flavor that it is the "telepathy" that allows this teleport-like trick. Very Sleeping Goddess like even though it is Eternal Guardian.
    Last edited by Ramza00; 2020-05-07 at 11:22 AM.
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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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.
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    Default 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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    Default 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.)
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    Default 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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    Default 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.
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    Default 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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    Default 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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    Default 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.
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    Default 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.

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    Last edited by Seto; 2020-05-20 at 02:53 AM.
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    Default 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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    Default 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.
    ...
    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).
    ...
    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.
    So in general, burning infusion's reflex DC = 10 + 1/2 level + Con mod.

    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.
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    Default 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?
    Quote Originally Posted by Channeled Disruption
    A 6th level brutal disruptor has learned to channel her disrupt pattern ability into her melee attacks. The brutal disruptor may use her disrupt pattern ability as part of any or all melee attacks she makes. This is an exception to the rule that disrupt pattern may only be used once per round. The brutal disruptor cannot use her disrupt pattern ability as a ranged attack in the same round that she has used it as part of a melee attack.

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    Default Re: Simple RAW for Pathfinder Thread VI: Return of the Red Die

    Quote Originally Posted by Kris Moonhand View Post
    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?
    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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