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Alright. I tried to find my answer, and it seems to be vague at best. So, here we go:

I want to take a Ring of Sustenance and upgrade it later to add the +1 Ring of Protection ability to it. From my understanding there's debate on whether you can modify specifically named items. That's fine. Since that's not really clear (or if it's been clarified, let me know), I'd like to get to the meat of my question, and assume I crafted this ring.

So, this Ring of Sustenance costs 2500, and then I add protection +1, which 2000*1.5=3000gp, for a total of 5500gp. This gives me a Ring of Sustenance & Protection +1. I then later decide to upgrade the Protection ability on it to +2. Do I then have to pay 50% additional for that upgrade? Is upgrading from +1 to +2 considered a "separate ability" for the magic item upgrade clause?

Adding New Abilities wrote:

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

Thanks!


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Hello. We came across a Shadow Demon, which has Shadow Blend. You can find the creature entry here.

Here's the specifics of the ability though:

Shadow Blend (Su) wrote:

During any conditions other than bright light, a shadow demon can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.

Since they "effectively" become invisible, how does this interact with the spell Invisibility Purge (link)?

Here's the spell description:

Invisibility Purge wrote:

You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.

Anything invisible becomes visible while in the area.

Thoughts?


Alright, rules for Radiant Charge (Bolded emphasis mine):

Radiant Charge:
When you charge, you do so with the power of faith.

Prerequisites: Lay on hands class feature.

Benefit: When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay on hands expended + your Charisma bonus. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.

With a Lance on Horseback and/or a Critical Hit, I know you don't multiply the additional damage dice, but how about the additional Charisma Bonus Damage? And why not? I took a look at the "Multiplying Damage" rules in the combat section, and nothing really jumped out at me.


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Hello!

I'm attempting to go down the rabbit hole that is The Grapple Rules. Tetori seems interesting, but it throws in Grab and the like, which makes things complicated.

I did some research beforehand, so I just wanted to confirm if the following are true:

http://www.dorkistan.com/grapple-grab-constrict-pathfinder-grapple-rules-ex plained/

http://paizo.com/threads/rzs2mgv4?New-grapple-flowcharts#43

And then confirm that I'm getting the steps right:

Tetori Class Reference

Alright, so, let's say it's a level 13 Tetori, since I think that's the most murky.

I have Improved Grapple, Greater Grapple, Rapid Grappler, Pinning Knockout, and Grab that can be activated on creatures my size or lower for 1 ki, or one size larger for 2 ki. Let's say I also have Power Attack, and an Amulet of the Mighty Fist +1 Flaming, with a 16 STR.

So, If I wanted to grapple someone, I'd...

1.) I spend 1 ki point before I start any attacks, to make ALL of my attacks gain the ability to Grab creatures my size or smaller. Nevertheless, I decide to do a move and then an Attack Action with Unarmed Strike and Power Attack. Power Attack lowers my AB and CMB by -3. But, I add +4 to my CMB from Improved+Greater Grapple, and by virtue of simply possessing the "Grab" ability, I gain another +4 to my CMB.

2.) Round Passes, the creature tries to escape my sexy oiled wrestler body, and fails.

3.) New round starts. I decide I still want Power Attack activated, giving me -3 to my AB/CMB. I take a move action to maintain my grapple via Greater Grapple, and succeed. I don't need to spend anymore Ki points, as for the rest of the grapple, I'm treated as having Grab. Therefore, after my success, I deal automatic damage from Grab, which is equal to 2d6(Unarmed Base)+3(STR)+6(Power Attack)+1d6+1(Flaming +1)=3d6+10. After that, as part of my maintain, I decide to use the "Damage" action, and decide to do nonlethal damage. I deal the aforementioned damage again, and after getting my damage result, per Pinning Knockout, my non-lethal damage result is doubled.

4.) I use my second move action to make another Grapple Check as per Greater Grapple, and succeed. I get bonus damage from Grab again, and I decide to do the "Damage" action again with nonlethal damage once more. Effectively I've done the same as I did with the previous move action.

5.) I use my swift action to make yet another Grapple Check, as per Rapid Grapple, and repeat the process over again.

6.) In the second round, with the three grapple checks, I have now dealt 6d6+30 Bludge + 3d6 Fire Lethal Damage, and 12d6+60 Bludge + 6d6 Fire Non-Lethal Damage.

Please tell me what I did wrong. I phrased things in no uncertain terms so as to make it easier to pick on. Once there's enough input, I'll edit as necessary and post a new step-by-step for review incorporating corrections.

Thanks!


1 person marked this as FAQ candidate.

Question: What the heck does Soften Earth and Stone do in regard to creating collapse/landslides? Everything seems centralized on the Bury-Zone, but the spell says to not use the "bury zone". If there's no bury zone, where is the slide zone? This seems very vague, so any help is appreciated.

Relevent texts and links:

Soften Earth and Stone

"...While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment)."

Cave-Ins and Collapses (CR 8)
(I don't know how to link-hop you directly to the text, but it's not too far down)

"Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of being crushed by tons of falling rock, but even if they survive they might be buried beneath a pile of rubble or cut off from the only known exit. A cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in might have a bury zone with a 15-foot radius and a 10-foot-wide slide zone extending beyond the bury zone. A weakened ceiling can be spotted with a DC 20 Knowledge (engineering) or DC 20 Craft (stonemasonry) check. Remember that Craft checks can be made untrained as Intelligence checks. A dwarf can make such a check if he simply passes within 10 feet of a weakened ceiling.

A weakened ceiling might collapse when subjected to a major impact or concussion. A character can cause a cave-in by destroying half the pillars holding up the ceiling.

Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex save. Characters in the slide zone who fail their saves are buried.

Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check each minute. If it fails, he takes 1d6 points of lethal damage each minute until freed or dead.

Characters who aren't buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. A buried character can attempt to free himself with a DC 25 Strength check."


Figured I'd ask. There's things like Crane Wing, or Deflect/Snatch Arrows, and a number of other feats and class abilities, that have a "when you have at least hand free clause".

So, do claws count as hands? Logically, claws can come in all sorts of shapes and sizes as part of a hand, and for things like Deflecting it would make a sort of sense.

Mechanically, I'm imagining these things were worded to specifically exclude people who have a weapon in their offhand, which people with claws do.

So, thoughts? rule quotes? erratas?

I'm asking since I think a Barbarian raging, deflecting arrows and/or attacks... is pretty awesome :p