tylermalan
First Post
Bad Paper said:In a tenuous don't-you-dare-break-this-game manner, yes.
Hahaha right, I gotcha

So I'm assuming there's no rule out there about PCs bluffing and lying to other PCs?
Bad Paper said:In a tenuous don't-you-dare-break-this-game manner, yes.
tylermalan said:1) Is there a rule out there somewhere regarding PCs using the Bluff skill against each other, or NPCs using it against PCs? I seem to recall there being something that said that player's don't get bluffed (ie, they don't get the Bluff skill used against them). Instead, they just choose what they want to believe or not. Am I crazy? This would make taking ranks in Sense Motive less of a viable option...
tylermalan said:Ok, that's what someone said about this debate as well. To which the reply "what happens when a zombie accidentally falls through the crate?" was given. Does the zombie not "see" the illusory crate anymore? Does it know that it isn't real? What about his zombie buddies, who see him fall through it? What do they think about it?
tylermalan said:Ok, that's what someone said about this debate as well. To which the reply "what happens when a zombie accidentally falls through the crate?" was given. Does the zombie not "see" the illusory crate anymore? Does it know that it isn't real? What about his zombie buddies, who see him fall through it? What do they think about it?
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.
Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly.
A figment’s AC is equal to 10 + its size modifier.
Glamer: A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
Phantasm: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.
Shadow: A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
Saving Throws and Illusions (Disbelief ): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.
A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
tylermalan said:Regarding Illusions:
Well, ok, I get that, and all that makes sense. But, in the description for Silent Image, it says that you get a saving throw, Will, to disbelieve, if interacted with. So what is interacting? I'm sort of interacting with the walls of this room I'm in purely because I'm being bound by them, even though I'm not touching them.
Saving Throws and Illusions (Disbelief): Creatures encountering
an illusion usually do not receive saving throws to recognize
it as illusory until they study it carefully or interact with it in some
fashion. For example, if a party encounters a section of illusory floor,
the character in the lead would receive a saving throw if she stopped
and studied the floor or if she probed the floor.
A successful saving throw against an illusion reveals it to be false,
but a figment or phantasm remains as a translucent outline. For
examples, a character making a successful saving throw against a
figment of an illusory section of floor knows the “floor” isn’t safe to
walk on and can see what lies below (light permitting), but he or she
can still note where the figment lies.
A failed saving throw indicates that a character fails to notice
something is amiss. A character faced with proof that an illusion
isn’t real needs no saving throw. A character who falls through a
section of illusory floor into a pit knows something is amiss, as does
one who spends a few rounds poking at the same illusion. If any
viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4
bonus.
tylermalan said:Regarding Sense Motive:
Its just that, you know, when the DM says "make a Sense Motive check", you know something is up. And then, you just get a response, and no verification of whether or not you failed the check. And then, if the players rolled for their characters instead, a failure is the same as a success, because then if they fail they know that whatever the DM tells them is a lie.