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Diego Rossi's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 8,458 posts (8,513 including aliases). 1 review. 1 list. No wishlists. 2 aliases.


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Liberty's Edge Goblin Squad Member

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KarlBob wrote:
Yrme wrote:
KarlBob wrote:
Training in all four combat roles, a crafting skill, a refining skill, and three gathering skills, on the other hand, is a bad plan. (Yes, you'll lose your hat.)
+1 for Girl Genius reference.

Thanks. I figured someone here would recognize it.

For those who didn't, the relevant dialogue from Girl Genius (Note - Misspellings indicate outrageous fake German/Eastern European accent):

"Dis is turnink into vun of dose plans... Hyu know, de kind vere ve keel everybody dot notices dot ve's killin' people?"

"It is?"

"Uh huh. And how do dose alvays end?"

"De dirigible is in flames, everyboddyz dead an' I've lost my hat."

"Dot's right. Und any plan vere you lose you hat iz?"

"A bad plan?"

"Right again!"

Jäger are Jäger.

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DominusMegadeus wrote:
James Risner wrote:
It isn't my fault if I'm playing and some other player goes nova and wants to stop. He gets to be less effective while the rest of us continue the day.

I see this kind of thing a lot in topics discussing the '15-minute work day'.

Do you actually press on and threaten TPKing because your friend is out of spells? Why would you do that, IC? And if you can complete the challenges of the day ahead of you with a spell-less wizard, I seriously doubt it was even close to a real challenge for your group.

Because it is the first reason for all the "spellcaster are overpowered" threads.

Their power is limited if the can't go nova and the regain all the power without any in game hindrance.

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Jeff Merola wrote:


In fact, I'm probably going to reintroduce the Cure Minor Wounds spell in the next game I run.

Have pity of the poor caster sore throat. ;-)

Make it a cantrip that give fast healing 1 that last as long as you concentrate and touch the target creature.

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James Risner wrote:
DominusMegadeus wrote:
This guys DM is already confirmed to be okay with this as long as the rules say it's okay. The rules say "Whatever the DM says goes".

The GM is free to allow the item, but you will never see any item like this printed. The boots of Fast Healing 1 is the closest to this item you will ever see made by Paizo.

WotC made a Belt of Healing in the MIC that was 750 gp and had 4d8 once a day or 6d8 if you used 3 standard actions. So a max of 6d8 healing a day for 750 gp.

Out of combat healing that isn't a wand is strongly discouraged. It breaks all kinds of parts of the game. It allows parties to not need a Cleric/Druid/Bard to use the Wands. An At Will item of healing isn't something I would ever allow in any game I ever played or GM.

Or wizard/sorcerer et c. with infernal healing if we go beyond the CRB.

Or a witch.

"Playing a healbot" don't exist in Pathfinder unless someone want to play it.

Healing is part of the resource management, and that is part of playing the game. Remove the need to use resources to heal and you change some of the basis of the game.

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Baron Ulfhamr wrote:
So accordind to the item creations rules, it seems that my over 3 necromancer can craft a wonderous item that casts Cure Light Wounds all day for 2000gp (spell level 1 * caster level 1 * 2000). The party bard is assisting the crafting by casting the spell. This feels cheap somehow, but is it legal? The gm will allow it if rules support it.

1) Generally items that cast instantaneous spells have a number of daily uses, not a unlimited number of uses.

2) unless it use a body slots there is a x2 multiplier

3 and most important) Always compare what you are crafting to an existing item before using the table.

4) It should be a command word item, not a use activated, so the base is 1,800, not 2,000.

- * -

Existing cure X item:

Strand of Prayer Beads
Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
Each special bead can be used once per day,
bead of healing –9,000 gp
CL: 5th (healing),

Reverse engineering of the price:
1 day use converted to 5 daily uses = x5 = 45,000
no body slot used converted to slot use = /2 = 22,500
3rd level spell, CL 5 =3*5 = 15 (you can cast only 1 of the 3 possible spells in a day)
22.500/15 = 1,500

It seem they are giving it the discount for "several similar abilities".
So, to remove the discount: 1,500/75*100=2,000

Personally I will not give the "several similar abilities" to a item like the Prayers beads, but I would consider it a command word item. The difference is relatively small.

So your item pricing:
5 daily use CLW item with a CL of 1
2,000 *1 * 1* 2 (no body slot) = 4,000 (2,000 to make it)

(later Edit: I hadn't read all the thread when I did make the post, your item use a body slot, hands, so it don't get the multipler. On the other hand, hands items use both hands, even if they are 1 single glove)

Depending on the campaign, it can be worth it, or not.
A CLW wand price is only 750 gp, crafting it is only 375 gp and it has 50 charges.
But it require a UMD check to use it if you don't have CLW in your class spell list.

The item cost a bit less than 5 CLW wands, so your campaign will last long enough that you will use it more than 250 times?
The added benefits for your necromancer to be able to use CLW without a UMD check is worth it?

I had already examined the possibility to make a similar item for my magus, probably it is not worth it money wise, but even with maximized UMD it is not guaranteed that I can make the UMD check.

A way to reduce the cost is to make it a wearable item (like a bracelet or some such, depending on what is your class).
A price of 2,000 gp and a production cost of 1,000 make it more interesting.

As I said above, I will make it a command word items, so 1,800/900 is mi final price.

- * -

Edit:

The usual citation:

PRD Ultimate Campaign wrote:

Pricing New Items

The correct way to price an item is by comparing its abilities to similar items (see Magic Item Gold Piece Values), and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item. If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item in the Core Rulebook, the GM should require using the price of the Core Rulebook item, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from "command word" or "use-activated or continuous" descriptions.

- * -

Boots of the earth:
I think they are a badly thought item.
Fast healing 1 when standing still for 5,000 gp is too good.
Especially as there is no requirement to touch earth/rock at all.
You are on the 3 level of a tower, on a wooden floor? They work.
So that "of the earth" si a misnomer.

The only question is if that "move action to plant your feet" should be repeated every round. But that is irrelevant for out of combat healing and would be a big hindrance for in combat use. Trying that to reduce their benefits would only make them even more of a "out of combat" healing item.

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PRD wrote:
Alternate Racial Traits: This section lists alternate racial traits for each of the seven core races. Many of them play on racial themes not reflected in the standard racial traits, like the elven alternate racial trait fleet-footed, which grants the Run feat and a bonus on initiative checks instead of the normal keen senses and weapon familiarity traits, reflecting the grace and uncanny reflexes of that race. To take one of these alternate racial traits, you must exchange one or more of the existing standard racial traits available to the race. You can exchange one or several of the standard racial traits, but you cannot exchange the same racial trait more than once. For example, an elf who takes the fleet-footed racial trait cannot take the urbanite racial trait, because the latter trait also replaces keen senses.

The skileld racial trait is one of the standard racial trait for a half- orc? No, so you can't exchange it.

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Too logical, Ashiel.
;-)

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Chemlak wrote:

To inject a little realism, lighting tries to follow the path of least resistance to earth, with pointy things being more likely than flat things, and conductive materials being more likely than resistive things. Fear wearing spiked armour. But trees, being taller, are more likely to get hit.

Not a big expert, but isolated trees or trees that are noticeably taller that the others are more likely to be hit.

Isolated cypress? It a lighting magnet.

In the middle of a deciduous forest, possibly in a depression and away from the tallest trees? Relatively safe.

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First, it would be a good idea to put this post in the section of the forum about the specific module, maybe someone has already resolved your problem. We lack too many information about the module, supposed PC level and so on to reply with some accuracy, and if you give the needed information your posts and the replies would require spoilers.

Second can pose a hazard to characters without proper shelter isn't the same thing as will unerringly strike characters without proper shelter.
The PC are in the center of the thunderstorm?
Can't move away?
Can't find shelter? (i.e. they are in a featureless plain? Even crouching into a ditch can give a modicum of protection against lighting strikes. Not being the tallest item in the area help)
No one can make a survival roll to reduce the hazard?
What is the DC of the reflex save to halve the damage? (You or the module should give one, it is an area attack as all others)

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Marroar Gellantara wrote:
Matthew Downie wrote:
RAW, the Fly spell gives good maneuverability, and that does nothing at all because the bonus for good maneuverability only applies to natural flight.

That isn't true at all. You are applying a general rule to take precedence over a specific ability.

That is not how the game works.

You are not being "good at the rules". You are going out of your way to not understand them and create contradictions where there are none.

Maybe you have missed it the few times it has been pointed out, but the Fly spell specific rule [b]don't[b] say that it change the general rule.

It only say that fly give a specific maneuverability, not that you get to use that maneuverability bonus to the check it even if you don't have a natural fly speed.

Without that exception there is no "specific rule to override the general rule".

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Baki Firefist wrote:
Hi diego i don't know if you see but i'm actualy tring tu run a company of iternational- italian focused players (as i am italian too) feel fre to contact me if you need.

Yes, I have seen your posts in the Italian forum, but the most recent I have seen are dated June. And I would like to stay with my current group.

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I think that the title say all.
Currently to trade between the two characters in my account I have to pass through a 3rd character owned by some other player.

That require:
1) to have a trusted player logged in at the right time
2) in the right location
3) to be able to log with the two character in a reasonably fast sequence (and more often than not when I re-log I get the message "log in failed")

Essentially you shackle 3 characters to the same location for a fairly long period.

I have just gathered some stuff in the Nothrern Craghorns with my adventuring character. My crafter is in Hammerfelll.
The best option would be to have him come to Golgotha, take the stuff, craft whatever he can locally to reduce his load and them move south with a full load of semi crafter items to finish them in Hammerfell or trade them to other settlement members.

Instead I am forced to have my fighter leave his heavy armor in Golgotha and run to Hammerfell, hoping to find the right player to trade his stuff to him, so that he, in turn can trade the interesting items to my crafting character.

Very inefficient as my crafting character will have the freeholder or expert armor skill to benefit for the increased carrying capacity and will have strong back slotted, while my fighter character will have the normal fighter feats slotted.
This way I am forced to train 2 different set of armor skills on my fighter and reconfigure him for traveling/transportation. Fairly annoying.

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Or "I have never been there, but I have read of the inscription on the Lintel 'Knowledge is power'. Now I know his location. he is in the royal library in the capital."

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PRD wrote:
Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.

It is a "special charge", not the "full round action: charge". I doubt you get any of the benefits or drawback of the charge action.

I can be wrong, but I don't see how using abundant step or casting dimension door would give you the momentum of a charge.

I think that the feat need a better text, as currently it can be read both ways.

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Blog wrote:

Early Enrollment Will Start at 10:00am (Pacific) on Wednesday December 31st

Read this whole blog especially if you have a Destiny Twin.

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Matthew Downie wrote:
seebs wrote:
The inclusion of scrying as a way you could see a location and thus be familiar enough with it to teleport to it makes the intent of the rules clear.
Six months on, I still disagree with this. Just because the Teleport text suggests it's possible to scry on a location and teleport to it, that doesn't mean scrying is guaranteed to automatically give you sufficient information to do so.

To restate my opinion:

- teleport require you to know the location in which is the target. Greater teleport is a bit more lenient, but it still require you to know the location

Teleport wrote:
You must have some clear idea of the location and layout of the destination.

- the Scry spell and devices based on it give you the second part of that requirement: the "layout of the destination" for a 10' radius around the target creature but not the location. It is possible that the layout of that area will be sufficient to recognize the location: if this is what you see and you know that subway station, you know that it is time Square in New York and have an idea of where NY is, so you can teleport there.

For me that is an image I have found on the Internet and without further informations I will not have any idea of where it is.
So it is possible to scry and fry someone that is in a location that you can recognize by the small area that you see around the target. A wrong guess on the location will automatically get you the False destination result.

- there are other ways to scry a location, like clairvoyance and the Mirror of mental prowess, but they have their set of limitations. Mostly, you don't target a creature, so you can't select someone and find where he is, but you can watch a location and see if the creature you want to attack is there.

So scry & fry is possible, but require way more preparation and the right circumstances, it is not a easy tactic that anyone can use.

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Hobson Fiffledown wrote:


TL;DR - I'm old, and I don't want to join your mumble or myspace page.

LOL. I subscribe that.

I suspect that the settlement public spaces will see a lot of off topic discussion and several kinds of negative posting, but they will have a valuable function.We will need to recruit people for our settlements, and people need to see that we exist, so a public space is needed.

Think of them as a open messageboard on the wall of a tavern. You will find personal insults, offers of sexual favors, incomprehensible messages and so on. But amid all the dross you will find some useful thing.
Offers of recruitment into local companies, call for semi organized raids against escalations, trade proposals and "I want to buy 100 unit of green ink, contact XXX between 16.00 and 18.00 server time" and so on.
If we can contain the dross to an acceptable level they can be useful.

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Sean K Reynolds wrote:
And then I was ordered to be the point man for FAQs again, despite me not wanting to, and despite being told "you get into too many arguments on the boards.")

But I loved most of your arguments. Especially the "you aren't stupid, stop trying to interpret the rules as if you are stupid." one.

;-)
Sometime people really argue that way.

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Mulet wrote:


Treating them like babies by using house rules is not the solution. Finding in game rules, resources and locations is. I've often house ruled things in their favour, and now I've got a soft party that barely thinks about the problems I create for them to solve.

They get upset if their level 10 characters fight anything with an AC of 20 or higher.

You have houseruled that they should be under geared for their level and you are surprised that they try to avoid problems?

A NPC that use gear usually has half of the Wealth by level of a normal PC of his level. Increasing that WBL to that of a PC of his level increase the CR by 1.
If, as it seem from your posts, you are reducing the equipment of the PC to a fraction of what is normal, the effect is that the capability of the PC to fight equal level NPC is reduced.

To make an example, a 10 level fighter with appropriate level gear can have an AC of 32, +19 to hit on his first attack, a damage of 1d8+10 and 114 hp. Saves 13/7/7. (taken from an actual character played from level 1 to 10)

What are the stats of your players?

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Caliban_ if you need to take any kind of action to threaten you can't take an AoO, so you can't threaten with a weapon you aren't wielding.
You don't threaten with a sheathed dagger, even if you have quickdraw and
you can draw it with a free action. Same thing for a uncast spell.
If it hasn't been already cast you can't threaten with it, even if you can cast it as a free action.

If you take weapon focus with Hurled produce flame you can threaten with it, but you should have already cast the spell, you can't cast the spell as part of the AoO.

For Snap shot to work with a bow the bow should be already in your hand, ready to be used.
For snap shot to work with a weapon like spell effect the spell should be already cast and the effect in your hand ready to be used.

- * -

Your whole argument is an attempt to say that casting a spell as a free action is the same thing as drawing ammunitions for a missile weapon and that is simply a false equivalence.

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Quote:

Loot

Document Items now drop from creatures as loot. These are currently set up to begin as Unresearched texts. Right clicking the item transforms it into a specific fragment of text that you can read via the tooltip description to learn about Pathfinder Online's specific lore and information about other relevant details about Golarion in general. This is a prototype version of the system; as we get access to new tech, researching the text will require particular Knowledge skills and the format will likely change to be more visually appealing.

If you don't want to create a library of lore, the researched texts can be used as scrap paper stock for the Tier 2 Recycled Paper Sawyer refining recipe.

Drool

We will be able to make our documents in the future?

We will have a library in our homes?

How much for an unseen servant keeping our home in order? (I want one in real life)

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wraithstrike wrote:

As a spinoff from the thread concerning CL affecting magic item effect duration comes a new question.

Do magical effects with a specified duration, activated from command word magic items terminate before the duration is up if the magic item 1) leaves the possession of the activator for non-slotted items or 2) is removed from the worn slot for slotted items.

1) would be like the previously proposed orb that bestows a 1 hour mage armor 5/day
2) would be like the 3 minute invisibility from the ring of invisibility, or the 1 hour temporary hit points from the vampiric gloves

For the purpose of this question we are not counting staves, or wands since they actually cast spells.

[distress sounds from the background]

After that and having FAQed the post, my opinion:

Items that have a constant effect after being activated by a command word are easy: you lose them, the effect stop.

X uses day items that generate an effect after they have been activated are way trickier as there are several different kinds.
I am fairly sure that a Lantern of revealing will continue to work even if it wasn't in someone possession.
A Lyre of Building instead would stop working immediately if put down.

We could check tons of different items and find different replies for every one.

Personally I think that most items should fall in the "must be worn" category but RAW "cast spell X" seem to mean the exact opposite. After the item has cast the spell on its target there is nothing, rule wise, that force you to keep it in your possession or in one of your slots.

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Ravenlute wrote:
Diego Rossi wrote:

@ Ravenlute

You have missed completely the point.

You started off the thread saying, "with the intention to get pine logs and coal" so your point wasn't as clear as you'd hoped. Since it looks more like you were trying to show that there was an imbalance of herbs vs wood in Forest tiles than that's different and you did just fine.

It really is about finding the exact hexes that drop the certain resources from what I've found. For example, while searching for beast pelts there were a few particular crop hexes that had plenty of them while other crop hexes had none at all. That's why information in that spreadsheet I linked would be helpful.

Missed the labels?

Background
seem very clear. It give the background for what I did, i.e. tracking what I was getting.

Some consideration
give my opinion on what I found.

Redoing that:

First try
22 units of herbs, 10 units of logs.
Proportions seem right as we have 4 kinds of herbs against 2 kinds of logs.
Sadly I wasn't tracking the number of nodes at the time because, from what I remember, the plant nodes were relatively rare against the number of the other nodes. The essence nodes seemed very abundant.

For the second try I still think it counter deductive to get 92 units of herbs against 12 units of wood in a forest. Discarding the T2 that can be misleading as I have barely the skill to get them, almost a 8 to 1 ratio.
Or we can consider the how common are the different materials gathered in the plant nodes:
Herbs 29, 25, 14, 10, 5, 3, 2, 2, 1, 1, 5 (T2)
Wood: 7, 5, 2(T2)

The second set of number give us some interesting information: 10 kind of herds against 2 kinds of wood (or 11:3 if we consider the T2).
So I would anticipate something in that range, a 3:1 ratio. In a forested area with a shortfall of logs I would not be surprised by a 5:1 ration, not 7.7:1 or 6.9:1 if we consider the T2s.

Sure, it is a limited survey and getting informations from other people will be extremely useful, but Lee can compare what I have got against the numbers he expect. If the discrepancy is large he can try monitoring those numbers.
Maybe having 10 different kind of T1 herbs mean that, as a group, they regenerate faster than the wood?

Conclusion
The goal is to make crafting a viable profession.
I think that those numbers rise some doubt, at least until the AH is more useful.
Sure, I can exchange what I gather with other people in my settlement. After lugging it for half the map.
Oops, encumbrance is in, so I can lug around only so much (thankfully now TK has the freeholder and Expert trainers).

Thinking about EE I see a bunch of people that will need good equipment, a very fast depleting of the local resources and a long time with weak items while we try to gather what we need while the nodes regrowth at a low rate (as they have been depleted).
Every new wave of newcomers will deplete the local nodes and be very disappointed by what they find.

"Move away from the starter towns." is the answer, obviously, but you think that people that hasn't played the alpha will be so ready to move away with little prior knowledge of the different companies and of the land?
And we still have the problem that some stuff can be found only in some area, so we will be traveling constantly to get what we need.

To repeat it again, a healthy AH seem a very important thing for a good EE experience.

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Khaio wrote:
TEO Cheatle wrote:
1) No, much like EVE a few months of work and you will be able to compete with people playing years.

Okay, but will players that don't do a lot of research KNOW this? How does Goblinworks plan on successfully conveying this message? There is a big stigma with players getting a head start in MMOs (especially a year head start).

I don't see how that is different from entering any other game after its launch.

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KotC Carbon D. Metric wrote:

Seriously though, I know you have time frame issues and payroll to deal with but you should consider hiring some computational math/economy wiz full-time who can help sort out all the finer details related to the economic systems, AH, and the up-coming contract and caravan systems.

I'm starting to think that the whole idea of building the absolute smallest team possible to deliver content as inexpensively as possible is starting to show signs of buckling.

The AH doesn't need to be grade A awesome on day 1 of EE, but if players have to spend more than a few minutes looking for more than 1 specific item they are looking for then that is wasted time, energy, and frustration on the players behalf even IF they are able to find what they are looking for at the location they are currently in.

Or GW can struck a deal with CCP and copy their market.

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KarlBob wrote:
Schedim wrote:
Ravenlute wrote:

The search is fine but you want to break it down first. So if I want to find Basic strips +1 I click the "Crafting" button first, then the "Refined" button, then the "Tier 1" button, then up in the search window I type 'basic'. Boom, done, easy peasy. You just need an idea of what you are looking for.

yes perhaps the interface is functional for this very special case, but there is several other cases which is not working, for travelling merchants ... which in one way or another will be very important. So perhaps we can leave the instances where the AH work, and look at the bit where it don't work ...eh?
Searching for a specific item that you want to buy isn't really a special case, it's business as usual for the average player living in a settlement. I would consider traveling merchants looking for any item selling low compared to another market to be the unusual case. Sure, the system should work for you, too, but if your potential customers find the whole system too frustrating to bother with, then customers and merchants all lose.

I don't necessarily need exactly a +3 diminishing wand. If that is not available I could buy a different +3 wand, or buy a +2.

Knowing what is available without having to check each variant of the items for me is a big time saver.

Or maybe I need several different raw materials. seeing at a glance that we have iron but not coal in our AH and how much of it can change my actions and choices.
I can choose to buy the iron and go to another settlement to buy the coal and then transport it here. I can choose to go to another settlement to buy both coal and iron there, I can decide to buy the iron and try to gather coal or I can decide to buy the +1 steel ingots I wanted to make because I see that they are available.

If I have to check: coal available/not available, iron available/not available, maybe steel ingots +0, +1, +2, +3 available/not available I will be forced to spend a lot of time before I get to know what options are available.

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To reiterate what has already been said:

1) Activating the power is a standard action, so you can activate it only when you have a standard action available. So, normally, during your turn.
It can't be activate while using a AoO.

2) You don't threaten with a weapon that you aren't wielding. So you can't say "I get a AoO, I activate my weapon and take it" (the touch).
You should take the AoO with a weapon that was already threatening the enemy.

3) It is a SP ability, so you can activate it during your turn, miss with the attack or not use it and held the charge.
In that situation you are threatening with it and you can use it in a AoO.

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Breath weapons aren't spells.
It is a matter of table variation, so ask your GM.

@jiggy: nice work, but I think that the problem is that the general rules for AoE spells reference both damaging and non damaging spells.

My opinion is that all damaging spells will be potentially able to destroy a barrier and still deal damage behind it.
Personally (but it is a home rule) I would reduce the damage dealt by the damage absorbed by the item if it was giving full cover and give the target the benefit of improved cover for the saves.

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Insain Dragoon wrote:
kestral287 wrote:
Excellent. If it's already happened it should be very easy to provide clear, concise numbers. Preferably in a civil fashion.

The numbers have already been run.

In terms of damage 2-Handed fighting ends up winning out on damage quite handily.

The deciding factors were
-2 to hit on the entire full attack.
It's harder to pump Dex like a mad man due to less spells giving Dex bonuses.
DR hurts styles reliant on many small attacks more than a 2 hander.

What these two feats actually buy you isn't better damage or even equal damage. They buy you higher AC (Not always though because Light or no armor), higher reflex, and higher initiative.

You are using a too narrow selection of checking points.

- What is the effect of a higher AC (with appropriate armor)?
- Higher initiative?
- lower carrying capacity that can be overcome with magic items or spells and the opportunity cost of those magic items and spells?
- Better reflex saving throw?
- Piranha strike?
- Number of dex based skills and str based skills and their usefulness?

Testing only against DPS isn't a reliable way to evaluate this change effect.

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CommandoDude wrote:

Note: Flyby Attack is a Monster feat so was designed with the expectation PCs would not be taking them.

Flyby probably provokes AoOs because the Devs figured that PCs would find it unfair that flying monsters were essentially untouchable by melee characters

PRD wrote:

Monster Feats

Most of the following feats apply specifically to monsters, [b]although some player characters might qualify for them[b] (particularly Craft Construct).

3 kind of characters in the CRB can take fly-by attack: druids and a fifteen level sorcerer with the dragon or infernal bloodline, that number increase greatly as you add the different books.

Most people opinion notwistanding, the rules don't say that you need a GM authorization to take the monster feats, only that "some player characters might qualify for them", with teh implication that most characters don't qualify.

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deuxhero wrote:
I'd say that any familiar is smart enough to try, though some may have issues actually waking a character up. A toad for instance is going to have a very hard time while others may be forced to attack the character they are trying to wake up because they can't make loud noises and lack the mass to "shove" the character awake.

Ever got a cat sitting on your head?

And a toad sitting on your face will surely wake you up.

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Dualblades wrote:
Tarantula wrote:
Quote:
Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.
Quote:
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

First, if he hits with it, the magic is now gone. If he misses, there is a 50% chance it is destroyed.

Second, luck blade is a specific magic weapon. It requires GM approval to craft a luck blade that does not match exactly what is in the book. You can just tell him "luck shurikens don't exist." I also think the UE luck blade is in error, as the core book luck blade goes from 0-3 wishes, while UE goes 0, 1, 2, 4.

Other than that, yes, you can craft a shuriken for 1/50th the price of a normal magical weapon. But once you use it as a weapon, it breaks, so its not that strong. I would strongly suggest that you tell him the specific magic weapons exist only in the form listed in the books.

well the thing is that he does not use the items as weapons, he carries them around as stat buffing kind of things. he only has the luck blade shuriken so he can have the luck spells and he also carries around things like a shuriken of continuous mage armor, a shuriken of continuous cats grace, a shuriken of continuous, ect. Would those kinds of items be considered legal?

No for several reasons. The most basic is that if he want to make magical weapons he is limited to the powers for magical weapons amge armor, cats grace, etc. aren't weapon powers.

Then there is this rule:

PRD - CRB wrote:
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Piece Values.

So continuous mage armor is priced as bracers of armor +4 and continuos cat grace as a belt of dexterity +4 (actually, double those prices as the "shuriken" don't use a body slot,

That rule is reiterated in the Ultimate campaign book.

PRD wrote:

Pricing New Items

The correct way to price an item is by comparing its abilities to similar items (see Magic Item Gold Piece Values), and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item. If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item in the Core Rulebook, the GM should require using the price of the Core Rulebook item, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from "command word" or "use-activated or continuous" descriptions.

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PRD wrote:


Shades

School illusion (shadow); Level sorcerer/wizard 9

This spell functions like shadow conjuration, except that it mimics conjuration spells of 8th level or lower.
...

Shadow Conjuration
....
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

and

PRD wrote:

Planar Binding

School conjuration (calling)

Your "note" is simply wrong. Shades don't remove the other limitations, it simply change the level cap. Reading your way you can cast any conjuration spell from any class. Something that this spell don't do.

Especially with the advent of the summoner, reading your way is way overpowered.

BTW, Teleport is a conjuration spell. What happen when a teleportation is 80% real)

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Fairly often when our character resurrect at a Pharasma shrine there are NPC camped near it, NPC that attack immediately and kill the character again, even if you try to run away (too often they have the bombs that change your character heading or effects that slow him down).
Las time I have been killed 3 times in a row, always respawning at the same shrine. The 4th time my previous attempts to run away had scattered the packs of goblins and wolves enough that I was able to run away.

A small time frame in which the character is untargettable (and can't target anyone but can move/hide) after respawning would avoid this problem.

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Serisan wrote:
For those who don't see it as a problem, does the fact that a haste-based prestige class exists where one of the pre-reqs is that you prepare Haste in every level 3 spell slot for an entire character level change your mind? Here, have a Swiftblade.

Source "Classes in Web 3.5". If we use as a meter what some guy has dreamed up and written in the web I suspect we can find almost anything, included a class based on eating barbecue every day to maintain the character powers.

Dragon 328 had the force missile mage, a class based around magic missiles. That make magic missile a overpowered spell?
It is a good spell, maybe too good for its level, but hardly overpowered.

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Gingerbreadman wrote:
Anonymous Visitor 163 576 wrote:

For an easy fix, you could have it fatigue the target when the spell wears off.

Thematic, not a ton of math, and makes you wonder if it's the best move on round one.

For an easy fix you could have any spell fatigue the caster for one round per spell level.

Feel free to remove the magus from your list of allowable classes, and all character based on self buffing with spells.

If that applies to SLA reduce the CR of every monster with SLA by 1-2 points.

You want to apply that to supernatural abilities too? Or youa re making the comparatively stronger?

Essentially. You need to rebuild the game to work with that idea.

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The inability to see what is on sale in one category of items (unless I am mistaken), make the AH practically useless.
Having the ability to set a filter for tier 1 weapons and seeing all the available tier one weapon is a thing, having to click in sequence on stave model X +0, then stave model X +1, then stave model Y +0, then ... while waiting for the market to refresh is horrible. and slow.

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blahpers wrote:

Since we've covered the rules at this point, how do you folks run it in practice? I find it far easier to ignore the arcane/divine distinction for scrolls and just treat the spell as a spell. At first I thought it'd seem weird from a flavor standpoint, but arcane/divine doesn't come into play when deciding whether someone can use a wand, and nobody seems to mind that. So, I figure, what the hell.

Where this gets a bit iffy is if Bob the Cleric wants to scribe summon monster i, so that Tim the Enchanter can transcribe it into his spellbook. I don't really mind this; it's (usually) more expensive overall than finding an NPC wizard with the spell in her spellbook.

Completely different kind of items: spell completion VS. spell trigger.

And the usual quote:

Sean K Reynolds wrote:
Oliver McShade and the Core Ruleook wrote:
"It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary."
A wizard and a cleric cooperating to craft a scroll of cure light wounds are, between the two of them, meeting all of the prerequisites for the item's creation. Thus, the "you cannot create this if you don't meet all the prerequisites" rule on page 549 does not apply, [b]because "you" in the case of cooperative crafting is "the people involved in crafting the item."[b]

So yes, a wizard cam scribe a scroll for his sorcerer or cleric or witch or whatever friend.

What you can't do is to change the spell list for which the spell come, as you write exactly the spell memorized/know by your friend, not another spell.

So your sorcerer friend shocking grasp is an arcane spell that can be read by any arcane spellcaster with shocking grasp in his spell list, your cleric friend CLW spell is a divine spell and it can't become a arcane bard or witch spell.

- * -

There is a curious corollary: if you use a wand to cast the spell* you can choose to make a divine cleric/paladin/whatever scroll or a arcane bard /witch scroll.

*I am not completely sure that it is possible to use a magic item get the spell needed to make a scroll, wand or potion but I haven't found a specific rule disallowing that.

This rule seem to allow that:
"Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed)."
and it is illogic to allow only the "spellcaster" part and disallow the "magic item part" when making potions, spell-trigger, or spell-completion magic items.

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Kartissa wrote:
Thanks for all the input. Seems too cheap for me, and as my friend pointed out, our rulebook states the cost as:
Quote:
375 gp x level of the spell x level of the crafter

He (a more experienced GM than I am) interpreted that slightly differently. The 'level of the spell' is the Caster Level at which it is to be cast, while the 'level of the crafter' is the Character's level, including any multi-classing, thus being a minimum of level 5, since that's the earliest you can take the Craft Wand Feat. This makes even level 1 wands slightly more of an expense, and is more in line with our campaign setting.

Mark Hoover wrote:
Finally it might be worth it to just have the player research Infernal Healing as one of their spells. This is a 1st level spell that grants 1 minute (10 rounds) of Fast Healing 1. Essentially this is (over the full minute) more healing than CLW at CL 1 and costs the same for the PC to put in a wand. Of course, they have to find either 50 doses of unholy water or a vial (50 drops) of devil blood, but I'm sure that's in every corner apothecary right?
He have a Tiefling witch with that spell in our guild, with infernal heritage. Devil blood isn't a problem as long as he has a knife....

Your GM is missing this part of the rules:

PRD wrote:
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

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Tamago wrote:

So it sounds to me like it would be possible to do the following:

* Spend a swift action as normal
* Do whatever with a move action
* Spend a standard action to ready an action to perform a swift action, with the trigger being "as soon as my turn ends".

At that point, you're effectively trading your Standard action down to a swift action, right? So why not make it easier and just say you can do that, rather than making the player jump through hoops?

Don't work.

Your trigger should be an action and the readied action happen just before the trigger action.

- ending your turn isn't an action, so it is an invalid trigger.
- even if it was a valid trigger, acting just before your round end mean you are acting during your round. But you have already used your swift action for that round.

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Thelemic_Noun wrote:
So, does the "as if it were a wizard spell he knew and had prepared" clause apply to using the spell to make a scroll or wand?

Sorry, I realized my initial reply was wrong, so I deleted most of it and redo it.

RAW, I think, will allow him to make the items, but then using them will require a UMD check.

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FrozenLaughs wrote:
That's a very interesting interpretation of the rules on that one, thank you for sharing. :)

The original idea wasn't mine. But I found annoying the idea that my character will be constantly wearing a headband and a belt, even when naked, taking a bath or other things, so I like it.

But, on the other hand, I am part of a group of players that after crawling in tunnels filled with undead for 3 days did found a functioning thermal baths in a old temple. We looked each other and said: "It is a trap." "Yes, but you really don't want to use it?"
So we checked for poison and then we did take our baths in turns.
It ended well.

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SoonerTed wrote:

I don't get the hostility for asking for a source, but OK. Thank you for the clarification.

As I said in the other thread, the rule doesn't make sense from a time slice perspective. The most a spellcaster with quickened spells could cast is 2, not 3+, the exact same they would be able to cast if you can't replace a standard with a swift.

You want one example of who will benefit from this?

A magus can use a swift action to enhance his weapon or to recall a spell, arcane strike use a swift action too. Plenty of times I would have traded my move action (as someone has proposed) for a extra swift action, so that I could enhance my sword and activate arcane strike (especially at low levels, where I had only 1 attack).

Sometime I would have gladly traded away my standard action for two swift, as there are several Magus arcana that require swift actions or simply because my job was to stay in position and use AoO against people trying to pass behind me, not run ahead to make a single melee attack. Getting a few extra hit point of damage on the AoO was worth the loss of the standard action.

There are a lot of classes that have to chose between performing one or another swift action and that will be more than gladly to be able to do 2 swift actions during the surprise round instead of moving.

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The creator can set the CL of a want to any level between his current level in the appropriate class to the minimum level needed to cast the spell.

So a Cleric 6 and a Sorcerer 5/cleric 1 can both made a wand of CLW with a Caster level of 1 and a market price of 750 gp, so a crafting cost of 375 gp.

A wand need to memorize the appropriate spell and can't be made with a CL higher than the crafter CL in the appropriate class, so a level 6 cleric can make a wand of CLW with a CL of with a value between 1 and 6, a level 1 cleric/5 sorcerer can make a CLW with a Cl only of 1.

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Darkholme wrote:

Feats, Magic Items, and Spells though? Those should basically work fine as is. The only 3.5 stuff that isn't entirely Pathfinder compatible are Classes and Monsters; and both are perfectly usable in Pathfinder, they just tend to have a bit less Oomph than the Pathfinder edition stuff.

I disagree with that, especially for spells.

In the passage from the 3.5 to Pathfinder a large part of polymorph spells have been heavily changed, same thing for save or die spells.
Introducing a spell, item or feat from the 3.5 that was based on the older polymorph mechanics or the older save or die spells will change how the game work.

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Thomas Long 175 wrote:
Diego Rossi wrote:


Artanthos way of managing create pit is way better.
If an obstruction require something more than simply picking up an object and moving it it is relevant enough that it will make the area an invalid target for the spell.

Curse me and my inability to walk away from an argument.

Not really it isn't. Now I can dig a small hole, bury my backpack with just the tip sticking out, and that would be enough to block this spell.

Or are we really going to argue about how much force should be required to pick up the object and move it?

I recently made a character with a heavy load of 45 million. I'm pretty sure he could pick up any number of trees and carry them away. Does this spell automatically work differently for him than a 7 strength halfling?

Because, once again, trees are not attached to the ground. They simply require significant force to uproot them. So they still fit under the classification of picking up an object and moving it.

What it will take to "appease my way of seeing things," as you so rudely put it, is to actually have an internal logic that is function. Aka, trees are not, have never been, and will never be part of the ground anymore that anything else that is buried is part of the ground. And if so, what happens when an adventure sticks an immovable rod in a hole in the ground. Do immovable rods auto counter this spell? What is the necessary level of effort before something becomes "part of the ground" for the purpose of blocking this spell? How did you decide that point, or is it arbitrary?

Exactly what is "part of the ground"?

And why it should matter as the spell say nothing about the ground? It say: "You must create the pit on a horizontal surface of sufficient size."
It can be a tarpaulin stretched over some poles, a piece of flat ground, the third floor of a house. It don't matter. What matter is that it should be a 10'x10' horizontal surface.

Thomas Long 175 wrote:


Edit: Artanthos, I really hate to break it to you but trees are not even close to permanent.

Again, irrelevant. It is a flat surface? No, it isn't if there is a tree in it.

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graystone wrote:
Undone wrote:
Free actions do not confer additional free actions. Speaking is explicitly called out as being allowed on not your turn. As such you can do it.
Really? I must have missed that. What I saw was "You can perform one or more free actions while taking another action normally." Could you give me a rules quote that says 'Free actions do not confer additional free actions.'? Or are you just assuming that "another action" somehow excludes free actions?
PRD wrote:
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.

"Another action" from a free action, i.e. a non free action.

A free action don't confer the ability to make free actions, "another action" mean a different kind of action.

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