The Intellect Devourer’s Body Thief action specifies:
A protection from evil and good spell cast on the body drives the intellect devourer out.
However, the protection from evil and good spell can only target a creature, not the body in particular. How do I reconcile this difference? Can I assume that targeting a creature equates to targeting its body?
Eberron: Rising from the Last War includes a really interesting boss monster named Belashyrra.
Belashyrra has Truesight out to 120 feet:
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
Belahsyrra also has a powerful ability called Eye Thief:
Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature’s space.
The interaction of these two abilities, Truesight and Eye Thief, raises a couple questions:
Does Belashyrra still have Truesight when viewing through another creature’s eyes? This question is important for adjudicating an invisible creature behind total cover. Truesight let’s you see invisible creatures, but if it doesn’t apply when using Eye Thief, Belashyrra wouldn’t be able to see an invisible creature behind total cover, even when looking through their eyes.
If Truesight does work when viewing through another creature’s eyes, is the 120 foot range measured still from Belashyrra’s position, or the creature’s?
One of my players rolled a Thief rogue. At level three they get the Fast Hands feature:
You can use the extra action granted by your Cunning Action to make Dexterity (Sleight of Hand) checks, use your thieves’ tools to disarm a trap or open a lock, or use an object in the environment.
The player asked mid-fight to use a Sleight of Hand check to disarm a foe. Since this isn’t clear in the PHB, the discussion slowed down the fight considerably. To end this discussion, I ruled that the player could make a Sleight of Hand check contested by the enemy’s Strength (Athletics) check.
I still find it hard to see how a Sleight of Hand check could work to disarm mid-combat, since there’s no way you’d be able to "sneakily" take someone’s weapon out of their hands while fighting.
There is an optional "Disarm" rule as listed in the DMG, which uses a weapon attack against an adversary’s Dexterity (Acrobatics) or Strength (Athletics) check to determine whether or not a disarm action succeeds.
Could a Thief rogue disarm an enemy in combat using Sleight of Hand as a bonus action?
My group started a Pathfinder 2E campaign at the beginning of the COVID-19 lockdown which was meant to be a throwaway bit of fun on Friday evenings. As time has progressed we’ve been playing on a such a regular basis and we have reached a point where the disposable nature of my character is feeling pretty thin.
I’m playing a CN Rogue Thief with a Street Urchin background.
We somehow have managed to end up in a position of power, "ruling" a small town of dragon worshipers who hate our guts after we killed the previous Lord.
I’m struggling to come up with reasons for my character to stick around when he has no political aspirations, he isn’t getting paid for the work and I would like something which is a bit more nuanced than "so he can steal all the stuff"
I’ve encountered a Dynamic Programming problem which is a variation of the thief one.
Say you are a thief and you are given a number of houses in a row you should rob :
$ $ House_1,House_2 \dots House_N$ $
with each house having the following values : $ $ (x_i \geq y_i \geq z_i \gt0)$ $
You profit X if you rob a house but none of the adjacent houses.
You profit Y if you rob a house and exactly one of the adjacent houses.
You profit Z if you rob a house and both of the adjacent houses.
Cases with houses A-B-C would be :
$ $ Profit(001)=0+0+C_x$ $ $ $ Profit(101)=A_x+0+C_x$ $ $ $ Profit(110)=A_y+B_y+0$ $ $ $ Profit(111)=A_y+B_z+C_y$ $
Where 1 stands for robbing the house and 0 for not robbing the house
Obviously you can’t utilize the Z value for the first and the last house and each set of values is random.
Now the question is : Which houses should you rob to get the maximum profit?
My main issue is that i can’t establish a base case for this problem.
At first i thought of creating a N*M array with M being the maximum amount of houses i can rob from 0-N when every house is not robbed and think like : Rob it – Don’t rob it but came up with nothing.
Any tips or directions would be appreciated.
Thanks in advance.
Spell Thief states:
[…] Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. […]
For a multiclassed spellcaster who is the target of this feature, what spellcasting ability do they use to make the save?
For example, let’s say you have a Warlock 17/Wizard 3, targeted by this feature do they use Charisma or Intelligence for the check?
At character creation, the rogue class says under Key Ability : Dexterity or Other At 1st level, your class gives you an ability boost to Dexterity or an option from rogue’s racket.
Now, the thief racket allows such a rogue to use dexterity to deal damage with finesse weapons, and my interpretation was that such ability replaced the ability boost (which seemed balanced at first; a Thief would use Dexterity for hit/damage and AC after all, letting the character concentrate on a single ability score without being a caster). But recently I’ve seen the iconic rogue character sheet, and it seems that, as a thief rogue, the character’s Dexterity was 18+. So that’s it, is the iconic character sheet wrong? Or does the thief rogue keep the Dexterity ability boost?
The Artificer’s Magic Item Savant feature states (E:RftLW p. 58, WGtE p. 180; emphasis mine):
[…] You ignore all class, race, spell, and level requirements on attuning to or using magic items.
In contrast, the Thief rogue’s Use Magic Device feature merely states:
[…] You ignore all class, race, and level requirements on the use of magic items.
The Use Magic Device feature doesn’t mention ignoring requirements on attuning to magic items, only on using them. It seems like that would mean a Thief rogue can not attune to a magic item if it has a specific requirement on who can attune to it (e.g. the holy avenger).
Does the Use Magic Device feature let a Thief rogue ignore class, race, and level requirements on attuning to magic items?
I have Escape the Underdark, and (as far as I can tell) it is based on Out of the Abyss. I also have To Catch a Thief, but it seems to share little with Waterdeep: Dragon Heist other than the setting. I saw A Tale of Two Fishies on Dungeon Masters Guild, but I don’t have it myself. Is To Catch a Thief actually based on this latter adventure?
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race and level requirements on the use of magic items.
This allows the rogue to attune to “sorcerer/wizard/warlock only” items. But is the restriction “requires attunement by a spellcaster” also covered by the trait?
The official “spellcaster restriction” is explained as follows:
If the prerequisite is to be a spellcaster, a creature qualifies if fit can cast at least one spell using its traits or features, not using magic items or the like.
The problem I have with that is, that I think RAW use magic device does not let you use an item restricted to “spellcasters”, but generally those items are supposed to be less restricted than other items which might be class exclusive. Did I overlook something?