In reply to Grunyar Fangblood (msg # 279):
I don't know what you mean "calling me". You just pointed out the rule's wording was implying that it applied to spells they weren't meant to. Inquiring and point out these things helps to improve the arena.
It's only blatantly misinterpreting the rules or misreading the rules for one's own benefit that I dislike. The reverse doesn't bother me.
And again, I'm happy to answer questions. But if I feel that question is already answered on the threads, I charge BP. If it is honestly confusing, and I can see that it's genuinely unclear, I charge nothing and I fix it for you guys.
If you're easily confused, we may have some disagreements on that and that's just the nature of all of us being different. I can only make my best judgement calls given what we all know about the game and the English language.
EXCLUSIVELY BANNED STUFF - General Rules not Allowed: Called Shots, Massive Damage, Alternate Favored Class Bonuses, Alternate Racial Traits (for exceptions see Additional Traits), Monk vows, Paladin oaths, Hero point feats, hero point items and hero point spells, Story feats and similar roleplay-based trade-offs.
- Customization: You cannot customize your own class features, archetypes, feats or spells (such as the methods from the ACG).
- Gunslinger: DEX mod to damage does not stack with itself (see archetypes).
- Gunslinger: "Daring acts" do not generate Grit.
- Psionics: No psionics of any type.
- Summoner: (Synthesist) archetype.
- Dimensional pockets of all types (such as the mage's sanctum, rope trick or bags of holding).
- Permanent spells, SLAs, SNAs, and other effects that last more than 24 hours (such as Permanency), including those that say "instantaneous" but create something permanent (such as Animate Dead) and items that utilize these effects do not function outside the arena, nor can their created effects be brought into the arena. All such effects must be cast or created during combat to be utilized.
- Spells, SLAs and SNAs that mimic other spells (such as Wish, Miracle or Shadow Conjuration). Greater or lesser versions of other spells are allowed as they don't count as "mimicking" because they are very specific. Also, class features and racial traits granting abilities that emulate banned spells (such as a Shadowdancer's) are still allowed.
- Automatic success effects such as Magic Missile which always hits or Waves of Fatigue which allows no save or Power Word spells. All unwilling effects that target creatures and attended objects must have an attack roll, combat maneuver check, opposed skill check or saving throw which negates or reduces their effect. All effects creating conditions for an ongoing duration must allow a saving throw to half the duration (even if they already have an attack, CMB or skill check). Otherwise, they are banned. As the keyword "duration" notes, this does not apply to effects that have no duration or effects that are sustained such as combat maneuvers, feint, Stealth and similar checks.
Allowing Banned Material: However, banned feats, spells and items may be altered to allow them into the game.
Magic Missile, for example, can be altered to be a ranged touch attack and
Waves of Fatigue can be altered to allow a Fortitude save to reduce the duration to 1 minute. Requesting banned material costs 1% of your total BP per request, even if it is rejected. A GM can waive this fee if they find the request particularly sensible and fair.
Previously Approved Exceptions: (durations of 1 round are halved to 0)
- Auras: Auras are treated as having a duration of 1 round and affect a creature each round they are in the aura or move through it (willingly or not). They allow saving throws to negate every round (unless it deals damage, then its a saving throw for half). Anti-paladin auras, for example, affect a creature immediately upon them entering it (willingly or not) and allow a Will save DC10 + 1/2 antipaladin's level + antipaladin's Charisma modifier to negate the effect each round. A fail means they are affected for 1 round.
- Debilitating Strike: Fortitude save to half the duration DC10 + 1/2 rogue's level + rogue's DEX modifier.
- Frigid Touch: Fortitude save to negate Staggered (if not a crit) or reduce Staggered to 1 round (if crit).
- Glitterdust: A Reflex save halves the Stealth penalty AND duration of the Stealth penalty. While affected, an invisible target is treated as partially visible gaining only 20% concealment instead of 50% from the invisibility. Their invisibility bonus still applies, but is countered by the glitterdust penalty.
- Magic Missile: Ranged touch attack that ignores any concealment or cover less than total.
- Stricken Heart: Fortitude save to negate Staggered (if not a crit) or reduce Staggered to 1 round (if crit).
- Swarms: Allow a Reflex saving throw for half swarm damage (same DC as distraction).
This message was last edited by the GM at 16:19, Sun 09 Aug 2015.