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    Rules Clarifications from Paizo forums

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    Chirs2

    Posts : 663
    Join date : 2012-03-25

    Rules Clarifications from Paizo forums

    Post  Chirs2 on Sat Feb 15, 2014 12:49 pm

    The following is from 2 forum threads entitled "Frequently unknown rules" and "Things you might have missed"

    Many of them directly quote the rules in the actual post and most are not objected to or even questioned. Given that, they are player posted, not Paizo posted, so double check if you are unsure.

    They have given me some new ideas and new ways of thinking about old ideas. Double check the rules for yourself!

    Frequently Unknown Rules (through post 150)
    Frequently unknown rules

    including summary from:

    Things You Might Have Missed

    Change from SRD/D&D to Pathfinder

    1. Bardic abilities no longer based on Perform skill other than Countersong and Distraction.
    2. Many Shot and Rapid Shot can now be used together.
    3. Spiked chain no longer has reach.
    4. Anything that improves attack rolls improves CMB, including weapon feats if using weapon for the special attack.
    5. Paladin double of smite against some creatures is on first attack only.
    6. Sneak attack and critical damage applies to many additional creatures, including undead and constructs.
    7. Magic item creation no longer uses XP.
    8. Characters can draw a weapon during a charge, but can only charge a single move distance.
    9. Magic item creation vastly changed.
    10. Dodge applies to all opponents, not just one specified opponent.
    11. Improved Trip and Improved Disarm split into a feat tree (Improved and Greater)
    12. Grapple works differently. Some highlights: grapplers no longer share space. Ranged attacks into a grapple no longer risk hitting the wrong target. Grappled creatures threaten surrounding squares and can attack into them (at –2 to hit). Arguably, Grappled creatures no longer lose DEX bonus to AC vs foes outside the grapple (see note 1, table 8-6, page 195 for contrary opinion).
    13. Weapon enhancement bonus (the plus portion, not the cost equivalent) overcomes various DR at different DR than just magic
    14. Elves sleep, but are still immune to magical sleep.
    15. Concentration is no longer a skill. New mechanic makes it tougher for multi-classed characters.
    16. Many save-or-die and save-or-suck spells have re-saves or more limited effects.
    17. Cantrips are at-will.
    18. Indentification of magic items changed significantly (see detect magic, identify, and Spellcraft)
    19. Power Attack, Cleave, and Greater Cleave all different.
    19.a. Combat Expertise different, too.
    20. Clerics don’t get heavy armor proficiency, get proficiency with deities favored weapon, and need a feat to turn undead.
    21. Fighters can retrain bonus feats.
    22. Scrolls take a standard action, but longer if the spell contained has a longer casting time. (This may have been added in D&D add-on material as well, such as Rules Compendium).
    23. Feats at every odd level instead of 1, 3, 6, 9, etc.
    24. Track is no longer a feat
    25. Stabilization and death changed.
    26. Mithral armor now requires proficiency in original type of armor, not just resulting armor.
    27. Monk flurry of blows different.
    28. Poison rules incorporated into affliction and changed significatly; poison tougher all around.
    29. Stealth/Perception changed in multiple ways from multiple skill set in SRD.
    30. Barbarians rage x rounds/day instead of x times/day
    31. Gate spell changed from 2x level to 1x CL in terms of HD called/controlled.
    32. Natural attacks changed. Creature can have multiple primary attacks.
    33. Bardic Knowledge is changed. Bards get bonus to knowledge checks and can use untrained.
    34. Regeneration is simpler. See universal monster rule for regeneration.
    35. Alchemical items no longer require CL1 for some items.
    36. Class HD changes in many areas.
    37. Templates changed in many ways.
    38. Far Shot halves range penalty instead of increasing range.
    39. Mounted Combat now uses immediate action rather than 1/round language.
    40. Blind creatures use acrobatics check to move faster than half speed else prone. Cannot run or charge.
    41. Incorporeal creatures take 50% of damage of effective attacks instead of only being affected for the full amount 50% of the time.
    42. Uncanny Dodge changed: character with uncanny dodge is not flat-footed.

    Always like this, but frequently misplayed or not known previously
    1. Inspire courage is free action to continue once having started.
    2. Animal companions can be dismissed at will and replaced with 24 hours; note that new companion requires training other than bonus feats.
    3. Ranged attacks suffer from cover from objects, enemies, or allies. Allies often overlooked. Applies to reach weapons as well.
    4. Weapons and armor must have +1 enhancement prior to gaining additional enchantments.
    5. Readying an action is a standard action. One can move first, and then ready. The readied action itself can be a standard, move, free, or swift action. (Note: could not explicitly be swift in SRD 3.5; swift was not in the SRD.) Can include 5’ step as part of the readied action if no other movement in either the readied action or prior to the readied action during regular turn.
    6. Lesser Restoration is a three round casting time. Usually, this means it isn’t used during combat. Potion of lesser restoration is good for in combat, tho.
    7. Immunity to cold/fire gives vulnerability to opposite.
    8. Elementals are immune to flanking and critical hits.
    9. Enlarge person has a 1 round casting time.
    10. Sneak attack and other precision damage applies to every attack in a round, not just once per round.
    11. Characters who use the run action lose Dex bonus to AC, and thus are subject to sneak attack.
    12. Dimensional anchor has no saving throw, just spell resistance.
    13. Spells can crit if they have an attack roll.
    14. Creatures can often overcome the DR that is needed to hit them (magic, epic, etc.)
    15. Characters and creatures can charge a single move distance as a standard action if limited to a single action, such as during a surprise round. This doesn’t mean you can opt to only charge as a standard action if you have a full round of actions available.
    16. Coup de grace can be performed against a creature with total concealment, such as invisibility, by using two full round actions.
    17. Ride-by Attack is still a mess.
    18. Empower spell only applies to the rolled portion of the effect.
    19. Harm….does what?
    20. Rules for tying up a character are in Grapple section.
    21. Summon spells have 1 round casting times, even from wands.
    22. Grease can be used to disarm.
    23. Fear effects stack or escalate; characters can become more fearful.
    24. Withdraw action can be double move. AoO only prevented from first square left.
    25. Auto-success on a 20 and Auto Fail on a 1 are not universal to all rolls. They apply only when called out. Typical examples are attack rolls and saving throws. The following are not subject to auto-success/failure: Skill checks, caster level checks, concentration checks.
    26. Take 10 on skill check can be used when not in immediate danger or distracted. Do not confuse with Take 20’s restriction from use if there is a negative consequence.
    27. Take 20 cannot be used if there is a negative result for failure. Do not over-generalize to apply this to Take 10.
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    Chirs2

    Posts : 663
    Join date : 2012-03-25

    Re: Rules Clarifications from Paizo forums

    Post  Chirs2 on Sat Feb 15, 2014 12:50 pm

    Please DON'T discuss these or other rules here, use the "Rules discussion" thread.

    This is just for posting sections of rules, direct quotes, etc and to be used as reference source, not a discussion thread.
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    Chirs2

    Posts : 663
    Join date : 2012-03-25

    Re: Rules Clarifications from Paizo forums

    Post  Chirs2 on Sat Feb 15, 2014 12:52 pm

    4. Anything that improves attack rolls improves CMB, including weapon feats if using weapon for the special attack.

    rules quote that verifies, but was totally overlooked by me through several readings

    under Combat Maneuvers, 3rd paragraph

    When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.


    So this means all those little buffs like Bless, Heroism, True Strike, etc all improve your CMB roll!
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    Chirs2

    Posts : 663
    Join date : 2012-03-25

    Re: Rules Clarifications from Paizo forums

    Post  Chirs2 on Sat Feb 15, 2014 1:11 pm

    Here's another I thought worked the complete opposite, due to old D&D ideas.....

    Chirs2 wrote:


    6. Sneak attack and critical damage applies to many additional creatures, including undead and constructs.

    and upon careful examination of the rules....

    Undead

    Undead are once-living creatures animated by spiritual or supernatural forces. An undead creature has the following features.

       d8 Hit Die.
       Base attack bonus equal to 3/4 total Hit Dice (medium progression).
       Good Will saves.
       Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Many undead, however, are mindless and gain no skill points or feats. The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

    Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

       No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
       Darkvision 60 feet.
       Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
       Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
       Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
       Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
       Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
       Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
       Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
       Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
       Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
       Undead do not breathe, eat, or sleep.


    That statement was 100% correct, simply being undead does not make a monster immune to sneak attacks or crits. Same for Constructs, I just didn't double post.

    Other creatures, like Oozes, specifically say

    Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.

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