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*Pathfinder & Starfinder
what stinking cloud can do
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<blockquote data-quote="evilbob" data-source="post: 4614674" data-attributes="member: 9789"><p>For what it's worth (and I know that this never actually changes anyone's opinion) but the relevant customer service questions have come back specifically stating that a) you do take damage when pushed into the cloud (or similar effects) and b) you do not get to save to fall prone beforehand. Check other threads for the actual quotes. The issue with interpreting it differently is that there are a lot of other spells that have similar effects - but can't move on their own - and that is the way they really have to work that way or else they make no sense and/or are really nerfed.</p><p></p><p>Also, for those who have brought it up: please note the text does not use the word "move into" - it says "enter". If a cloud enters your space, you are entering the cloud. But, like I said, it doesn't matter because even if you do agree, no one in their right mind would use the spell that way (more than one session, anyway).</p><p></p><p></p><p>Infiniti2000: "A" is how many seem to interpret it, thus granting a small useful bonus to the spell: you can move it over allies without harm so long as it doesn't end on them. (Technically, you could even end it on them if someone else moved them away.)</p><p></p><p>However, I'd like to reiterate that the bonus "knock someone into it" damage is really just gravy. The strength of the spell comes from the facts that it only takes a move action to use it to attack again, and that it doesn't take an attack roll to hit. And those are so clearly defined in the text that no one wants to argue them.</p><p></p><p>Mal Malenkirk: the "obvious downside" is the most spectacular thing about the cloud: i.e., that it does not take a standard action to use again. You can always sack a standard for a move to get up, move, etc. - but you're still doing damage each round. Being stunned is really one of the best ways to stop it though, that's true (but that's a pretty heavy condition to throw around).</p><p></p><p></p><p>In general, it's a hard spell to counter. I've been trying to think of how I would do it myself, short of "always including a dispelling mage" or "always using enemies immune to poison (and/or necrotic, since the gloves work on it too)" - because those are so specific that it'd be pretty cheap for a DM to constantly throw guys like that at a party just to kill one power. (And un-fun for the player.) The only thing I can really come up with is to exploit its two weakest points: the damage it deals per round (low) and the concealment it grants. Just have enemies ignore the thing and get into the positions they need to be in regardless of the petty damage it throws their way - especially since it is less damage than the opportunity-attacking fighter would hit them with if he could only see them. Also, threading enemies among allies would help somewhat, if only because there would be fewer targets (altho you're setting yourself up to be flanked, which could also hurt more than the cloud). And spreading ranged guys out always helps.</p><p></p><p>And there's always the tried-and-true "throw at least 2 or 3 encounters before they can take an extended rest" thing, as well, which is honestly the best choice to me. It's only a daily, after all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="evilbob, post: 4614674, member: 9789"] For what it's worth (and I know that this never actually changes anyone's opinion) but the relevant customer service questions have come back specifically stating that a) you do take damage when pushed into the cloud (or similar effects) and b) you do not get to save to fall prone beforehand. Check other threads for the actual quotes. The issue with interpreting it differently is that there are a lot of other spells that have similar effects - but can't move on their own - and that is the way they really have to work that way or else they make no sense and/or are really nerfed. Also, for those who have brought it up: please note the text does not use the word "move into" - it says "enter". If a cloud enters your space, you are entering the cloud. But, like I said, it doesn't matter because even if you do agree, no one in their right mind would use the spell that way (more than one session, anyway). Infiniti2000: "A" is how many seem to interpret it, thus granting a small useful bonus to the spell: you can move it over allies without harm so long as it doesn't end on them. (Technically, you could even end it on them if someone else moved them away.) However, I'd like to reiterate that the bonus "knock someone into it" damage is really just gravy. The strength of the spell comes from the facts that it only takes a move action to use it to attack again, and that it doesn't take an attack roll to hit. And those are so clearly defined in the text that no one wants to argue them. Mal Malenkirk: the "obvious downside" is the most spectacular thing about the cloud: i.e., that it does not take a standard action to use again. You can always sack a standard for a move to get up, move, etc. - but you're still doing damage each round. Being stunned is really one of the best ways to stop it though, that's true (but that's a pretty heavy condition to throw around). In general, it's a hard spell to counter. I've been trying to think of how I would do it myself, short of "always including a dispelling mage" or "always using enemies immune to poison (and/or necrotic, since the gloves work on it too)" - because those are so specific that it'd be pretty cheap for a DM to constantly throw guys like that at a party just to kill one power. (And un-fun for the player.) The only thing I can really come up with is to exploit its two weakest points: the damage it deals per round (low) and the concealment it grants. Just have enemies ignore the thing and get into the positions they need to be in regardless of the petty damage it throws their way - especially since it is less damage than the opportunity-attacking fighter would hit them with if he could only see them. Also, threading enemies among allies would help somewhat, if only because there would be fewer targets (altho you're setting yourself up to be flanked, which could also hurt more than the cloud). And spreading ranged guys out always helps. And there's always the tried-and-true "throw at least 2 or 3 encounters before they can take an extended rest" thing, as well, which is honestly the best choice to me. It's only a daily, after all. :) [/QUOTE]
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