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General Tabletop Discussion
*Pathfinder & Starfinder
Dark Sun Campaign Setting: Some clarifications required
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5356796" data-attributes="member: 1165"><p>Clarity would be nice. IMO, you should follow RAW, subject to DM fiat. In that case, it would cancel the <em>first</em> "incoming" saving throw, and would have no effect if the poison damage is "automatically" removed.</p><p></p><p></p><p></p><p></p><p>I assume so. (I also assume the attacker chooses which effect when they announce they are using the effect, under the "common sense" rule, I guess.)</p><p></p><p></p><p></p><p>Just my opinion, but the victim is free to move anywhere except adjacent to the target.</p><p></p><p></p><p></p><p>That drove me up the wall at first. Based on what other similar encounter powers do, I think you are right about duration. (Only daily powers would last longer.)</p><p></p><p></p><p></p><p></p><p>No. Melee 1 is just a range 1 melee attack (eg no reach). You could attack four creatures, but that's it.</p><p></p><p></p><p></p><p>I don't have the builder. Is Dark Sun stuff even in there?</p><p></p><p></p><p></p><p>Dunno. What is the "flavor" of the class feature?</p><p></p><p></p><p></p><p>Whoops. Rules trump flavor when talking rules text. (I think that exact flavor text is elsewhere too, so it could be a copy-and-paste error. But don't quote me on that.)</p><p></p><p></p><p></p><p>Yes, it would be clearer. I need to look up those effects.</p><p></p><p></p><p></p><p>I haven't really looked at any paragon paths, but in this case I can give a brief overview of Arcane Defiling:</p><p></p><p>You can re-roll an arcane power attack or damage roll, at a cost: all <strong>allies</strong> within 20 squares suffer 5 necrotic damage. (The defiler is, notably, unaffected.) That's in the Character Options section.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5356796, member: 1165"] Clarity would be nice. IMO, you should follow RAW, subject to DM fiat. In that case, it would cancel the [i]first[/i] "incoming" saving throw, and would have no effect if the poison damage is "automatically" removed. I assume so. (I also assume the attacker chooses which effect when they announce they are using the effect, under the "common sense" rule, I guess.) Just my opinion, but the victim is free to move anywhere except adjacent to the target. That drove me up the wall at first. Based on what other similar encounter powers do, I think you are right about duration. (Only daily powers would last longer.) No. Melee 1 is just a range 1 melee attack (eg no reach). You could attack four creatures, but that's it. I don't have the builder. Is Dark Sun stuff even in there? Dunno. What is the "flavor" of the class feature? Whoops. Rules trump flavor when talking rules text. (I think that exact flavor text is elsewhere too, so it could be a copy-and-paste error. But don't quote me on that.) Yes, it would be clearer. I need to look up those effects. I haven't really looked at any paragon paths, but in this case I can give a brief overview of Arcane Defiling: You can re-roll an arcane power attack or damage roll, at a cost: all [b]allies[/b] within 20 squares suffer 5 necrotic damage. (The defiler is, notably, unaffected.) That's in the Character Options section. [/QUOTE]
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Dark Sun Campaign Setting: Some clarifications required
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