Not true Pizza.
Let's define the equipment of a 8th level fighter with craft wondrous items that has crafted a total of 16.500 gp of items:
Crafted +4 amulet of natural armor = 16.000 gp
total 33.000 gp
+7 to AC, +2 to attack/damage, +2 to saves
Crafted +2 amulet of natural armor = 4.000 gp
Ring +2 = 8.000 gp
total 33.000 gp
+6 to AC, +2 to attack/damage, +2 to saves plus
for a total of
You lose 1 point of AC it you are surprised, so an alternate
Crafted +2 amulet of natural armor = 4.000 gp
Ring +2 = 8.000 gp
total 33.000 gp
+7 to AC, +3 to attack/damage, +2 to saves, +3 for fortitude saves, +1 to initiative for the extra dexterity, + 1 hp/level, +1 to the strength and constitution based skill and checks and some consumable as utility.
The big item rarely is an advantage against multiple cumulative items.
Weapons are an exceptions as if they increase the straight +x bonus they get to bypass harder and harder Damage Reduction.
We had a similar discussion about Wall of Iron (in the forum) about a year ago.The simplest solution we found is to say that the iron in the wall of iron spell has impurities that make it not better than iron ore when used to make stuff, so you had to purify it first (using the normal methods used when purifying iron ore). That cut the value of the iron in a wall of iron to 1/3 as you need a lot of work to turn it into iron ingots.
It is questionable if Fabricate can turn the iron in a wall of iron (or iron ore) into iron ingots.
Even worse if you are speaking of steel. Basically it is iron with a specific amount of carbon in it. If you have iron ore and carbon you can produce steel by hand, but if the take Fabricate RAW you can't produce steel with it, as you can't take 2 materials and fuse them in a different product.
Icy Tomb (Su): Whenever the arcanist uses the ice missile exploit, she can expend two points from her arcane reservoir instead of one. If she does, the target is coated in a rime of ice if it fails its saving throw. This ice causes the target to be entangled and take 1 point of Dexterity damage at the start of its turn. The target can break free from the ice as a standard action by making a Strength check with a DC equal to 10 + the arcanist’s Charisma modifier. If the target takes more than 10 points of fire damage from a single attack, the ice melts and the effect ends. The arcanist must have the ice missile arcanist exploit before selecting this exploit.
What is the effect of this ability against a target that is immune from cold damage?
Jacob Saltband wrote:
Different characteristics.You want a weapon with a specific weight distribution in its different parts, that is thick enough to allow you a good grip, that your sweat will not make too slippery, that will not freeze you sweat when it is cold and fry your fingers when it is hot and so on, that don't transmit the impact of hitting something with full force to your hand and so on.
Several modern axes have a steel handle, but that handle is covered in rubber to avoid the problem that I depicted above. Doing that with pseudo medieval technology isn't easy.
Essentially: our ancestor have tried it and found that it didn't worked well. You can find a few examples of weapons where a handle or haft that usually was made with wood was replaced with metal, but they are a rarity.
With the resources available to a player character you could probably convince a weaponsmith to build you a custom made weapon with a all metal haft. It would be a one of a kind weapon, it would have a higher crafting DC and I would say that the crafter wouldn't be capable to take 10 wile crafting it (experimenting is distracting).
In PFS you are limited to what is in the books, so you would be out of luck there.
No.The players normally are using them often and without qualms, why they should be exempted for being on the receiving side every so often?
The players have ways to protect themselves, if they don't use them it is their problem, coddling them will maybe make the game more fun in the short run, but after a time the player tend to realize that the GM is dumbing down the world to make them get easy wins and that generally ruin most of the fun.
I don't know if I should laugh or cry at this reply.
Essentially you see all the gaming world as a computer game where nothing change when you are away from an area?
It was already stated several times in this thread. The BEEG can flee, gather reinforcement, reposition whatever he has, cast his spells and build traps, and so on ad libitum. Some of those options require magic, other don't.
It the characters have the level and resources to retreat to a demiplane to return after 12 hours fully rested, a comparable level BEEG should have something to do if he get 12 hours of warning before the next attack.
What an intelligent BEEG shouldn't do is staying put in his room twiddling his thumbs, without even trying to bar the door the character battered down two room away.
Goon one: "Oh, look, a bunch of murdering hobos has slaying 3/4 of our group, but now they have gone away. I am sure they will not bother us again. Let's stay here in our cozy hideout."
Goon 2: "Idiot, they can be here again in minutes, as soon as they have recovered a bit. Let's grab the loot and flee."
Unless these guy have subhuman intelligence and wisdom they will follow Goon 2 suggestion and scatter.
Ok Rynjin, I apologize.
I was wrong to imply that you do that on purpose.
I think it is a form of blindness we both share, only we are in very different camps, so sometime my reaction is excessive.
I must admit that more than once some of the rules interpretation I had taken for granted were wrong and the right interpretation made the spellcasters more powerful, so my opinion that the caster aren't so ultra powerful can depend on the playing style of my circle of players.
- * -
Returning to the thread argument, I think that the problem of the martial isn't that they aren't powerful, but that their power apply in a narrow way, while the spellcasters have a broader selection of options.
Some player compound that saying "I will be only a middling practitioner of this, not the top one, so it is not worth spending resources in this. It is better to add another DPS to my main attack."
That is more a player problem than a class problem. One of my players in particular is an expert at using low cost and/or one shot magic items to resolve plenty of problems even when playing a martial. Sometime problems that full spellcaster weren't capable to resolve without retreating and changing spells. It require preparation and ingenuty, but it can be done.
doc the grey wrote:
You suppose that the function of the monk is to be an unarmed brawler and nothing more. If you try to use it as a front line fighter you will be forever disappointed by the versions of the monk. I don't see why you contest the existence of the brawler, as it seem to be exactly what you want the monk to be.
I find the language here to be too imprecise to derive any sort of meaningful difference. The rulebooks themselves certainly do not have that degree of precision.
I think that this explain that:
Sean K. Reynolds wrote:
If you want further reading, read this post:SKR further post.
SKR is sufficient?
Sean K Reynolds wrote:
I know, it is not sufficient because it is not the reply you want.But I really doubt that you will get a different reply even if you continue to add thread about "I want to get more natural attacks".
Umbriere Moonwhisper wrote:
[paraphrased] can't access the Paizo site while gaming and my GM don't have the money to open an account
1) He can make an account at Paizo without buying anything and that will allow him to access to all the free downloads, specifically the errata for all the books, so your GM can get those for the cost of a few pages of paper and some toner. Keeping the books up to date to the last printing isn't hard.
2) The FAQ can be printed out. Copy paste the text in any word processor and you will have a very handy text.
Both things will not help you with the matter at hand if no one in your gaming group own the ARG, but at least it will allow your GM to keep up to date.
Anyone find it amusing that this thread was marked "no response required" by the developers when a developer specifically gave a response in the thread? Ahhh. . . the limitations of multiple choice.
No, as it is not only "no response required", it is "FAQ - no response required", and it is appropriate as the response is already printed in the ARG.
The witch hex Ice tomb has several holes in its description:
[quote?PRD]Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this hex again for 1 day.
1) what is the range at which it work?- 30', 60 like most major hex, line of sight?
2) It work on objects (and so it can target undead and constructs)?
3) A target that is totally immune to cold damage is still "paralyzed and unconscious" as an effect of a failed saving throw?
4) As Mathwei ap Niall as repeatedly pointed out, it say that the target "does not need to eat or breathe while the ice lasts" but it still need to drink, so he will die of thirst while unconscious after a few day of being encased in ice.
5) If the target make his fortitude Saving Throw, it is still encased in the ice, but not unconscious and paralyzed?
6) The ice duration seem straightforward: until it melt or the ice is destroyed.
7) Actually, the name notwithstanding, nothing in the Hex description say that the target is encased in the ice. It say "A storm of ice and freezing wind envelops the target,", not "You trap the target in solid ice" like Icy prison.
No, it is:Game and eat while gaming,
sleep and dream of gaming
For 1d4 hours, once day.
Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).
While there is no rule for long term interactions beside the romance rules in Jade Regent, you can use charisma to gauge them.
BTW, Ultimate Campaign has the rule you "want":
Ultimate campaign wrote:
Charisma: Since your base Relationship Score with any NPC is equal to your Charisma modifier, when your Charisma score changes permanently (such as from Charisma drain or a headband of alluring Charisma), your Relationship Scores with NPCs change with it. Temporary changes, such as from ability damage or bonuses from spells like eagle’s splendor, do not alter Relationship Scores.
Note that Diplomacy has no effect on your Relationship score.
Sigh. BNW. You really want to play in a game where your charisma score has no effect?There is no need for a citation as your charisma score is what you use for social interactions if you don't spend actions using your skills.
BMW, the fact that you need to speak with someone for 1 minute is what make that apparent in diplomacy. Your diplomacy skill don't affect your initial reaction.
Align Weapon. cleric 2: Weapon becomes good, evil, lawful, or chaotic.
Bless Weapon, Paladin 1: the weapon become good
The oils mimicking those spells
A Paladin divine bonded weapon can be axiomatic and/or holy
The Magus arcana: Devoted blade. Add either the anarchic, axiomatic, holy, or unholy special ability to the list of available weapon options.
Inquisitor smiting judgment: "At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction."
That are those that come easily to my mind, but probably there are others too.
Chengar Qordath wrote:
There is the greater belt of mighty hurling and a the Blinkback Belt.The problem is that they are both belts and you want that slot for things that enhance your dexterity and constitution, not only your strength.
That problem can be overcome in a home game if someone in the group has craft wondrous items.
Mikaze, my point is that I agree with Sean: if you want to play a guy that make a sacrifice (like taking a Vow of poverty) pretending to get benefits on par or greater than what you sacrificed by an ability like VoP is absurd.
If the sacrifice is meaningless it lose any meaning.
gustavo iglesias wrote:
Because with a feat you can say "Z Feats: toughness", "Y feats: toughness x3" and it is done.
If you go "Zombies have the special ability toughness that give them 3 hit points", "Ys have the special ability great toughness that give them 9 hit points" and so on stat blocks become more confused, require more space and it is easiest for people to forget the difference between Z and Y toughness (for an example of that search earth glide on the PRD and look the different versions. Character x has earth glide. Worked stone block him? It depend of the source of the earth gliding ability).
Similarly it is useful when building any kind of opponent. It is a specific building block. I want a more resilient adversary and at the same time the example in the DMG [3.x game] has feats that I feel are useless in the scenario I am preparing? Switch those feat with toughness. Now he has a few more hp.
Yes, not all your Lego bricks are equal, some has only 1 column of teeth, some have eight of them. The long brick is better if you are building a straight wall, but the shorter one can be what you need if you are building a column.
What the Paizo staff said is:- not all the feat are equally powerful;
- some feat (and even some archetype) are meant primarily for NPC use.
Chengar and gustavo have chosen to translate that as "some feat and archetype are traps for inexperienced players", but I would say that it reflect more their way of thinking than that of the Paizo staff.
About Sean post, you have really read it. especially the last part?
"If you want to play a character that's making a sacrifice, make a sacrifice--don't pretend it's a sacrifice and expect a handout for pretending."
Ok, Vow of poverty sucks of a long standing campaign, but no one has pointed out a gun to your head saying "Take it."
Well, KAMEHAMEHA is a 10 seconds animation. A 1 round action (not full round, 1 round) that do a big level of damage wouldn't be so problematic.
For the later abilities, remember to include the years spent in the underworld learning from the king of hell a move that, if done badly, will destroy the world.
In my experience, that's not really the case. The posts I make for FAQs show both sides, and they tend to get answered pretty often.
Just to add to the "badly written" part, what is the ability DC?The bards abilities don't have a standard DC, generally the DC is set by the single ability.
Similarly SU abilities don't have a specific DC (at least in the CRB).
AFAIK, the only general rule about special abilities DC is in the Monster Creation section of the Bestiary:
Most special abilities that cause damage, such as breath weapons, give a save (Fortitude, Reflex, or Will depending on the ability). The DC for almost all special abilities is equal to 10 + 1/2 the creature's Hit Dice + a relevant ability modifier (usually Constitution or Charisma depending on the ability). Special abilities that add to melee and ranged attacks generally do not allow a save, as they rely on the attacks hitting to be useful.
Between that "almost all" and this piece of the rules being in a very specific section of the rulebooks, using it as a general DC for all SU abilities is a bit questionable.
This thread is about the DC of supernatural abilities that say that they "allow the same saving throw" of spell X, but it can apply to other SU bard abilities that don't specify a Saving Throw DC.
Guys, keep in mind that rules are not separate, single pieces not interacting with each other. The strength increase, whether temporary or not, effectively ad to your strength score. Carrying capacity is affected as well. The quoted paragraph indicates the bonus to some checks or similar, a 2 handed character deal 1.5 that bonus, and the bonus per se doesn't affect carrying capacity, that instead is modified from the score, not the modifier. Anyway, I don't see contradiction either.
A a strength penalty reduce your carrying capacity?As show, no for both effects.
They are right, magnusk.
The text is:
Mythic Adventures wrote:
Note the "bonus part I bolded. it has a specific meaning in Pathfinder:
Only numerical values, not the total of enhancement and special abilities as several people surmised (I don't know if that was your idea, as your first post speak of +4 and bane or furious weapons, so weapons that will reach a total bonus of +6 in the right conditions).
That weapons with a conditional bonus of +6 or more were capable of piercing epic damage reduction was already established by this:
Mythic Adventures hasn't changed anything.
- * -
This post make me think that you embraced the more extensive interpretation:
Q: Are there some (not Wail but less confusing :p) spells that are targeted that also have a Point of Origin? Most that am I thinking of off the top of my head do not. Or is this another somewhat unique bit to Wail of the Banshee?
From the CRB:
Confusion - Targets all creatures in a 15-ft.-radius burst
Inflict light wounds (it is buried in the spell text)
Cloak of Chaos - Targets one creature/level in a 20-ft.-radius burst centered on you
Holy Aura - Targets one creature/level in a 20-ft.-radius burst centered on you
Shield of Law - Targets one creature/level in a 20-ft.-radius burst centered on you
Unholy Aura - Targets one creature/level in a 20-ft.-radius burst centered on you
I see you haven't read the whole tread, so let's repeat this citation again:
So you are disregarding a clear rules about what is the meaning of Targets and how choosing your targets work.
So what rule matter? Target or spread?
And yes, I am "inferring that every targeted creature must be visible?" as that is what the rules say. To target a creature you must be able to see it.
Thomas Long 175 wrote:
Your Sauron has really few hit points if he can be one shotted by Black tentacles:
If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition.
And a pitiful CMD for a creature of his (supposed) CR if the tentacles can succeed at a CMB check against him.
Note that you can't touch multiple opponents in the round in which you cast the spell and that the spell don't give you multiple touches.
Then it is a "save or die after a few rounds if you can't find water" spell.
Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
- * -
Sean, I am not defending the spell, but I think the idea was to copy the aboleth mucous cloud ability:
As a lot of stuff in the ARG (and other racial books) is low level/low cost for the effects.It can be reasonable is limited to a specific race, fairly broken if the players take this from here and that from there and mash them together without any regard for the item or spell background.
Examples discussed to death are the wyrooot and recently the mask of stony demeanor.
They are free attacks, but they are NO actions at all.
Citing with the original poster that remembered it to me:
Very important for close range spells.
Cruel Kindness, you are repeating that "Wail of the Banshee tells you which creatures get targeted and in which order, according to the last sentence of the Effect block. That is a SPECIFIC rule that TRUMPS THE GENERAL rule of how Targeted spells work."
You can point to where in this phrase it say that it supersede the targeting rules?
"Creatures closest to the point of origin are affected first."
You see something about affecting creatures that can't be targeted here?
What it give is the order in which valid targets are affected.
Instead it integrate it.
Target one living creature/level within a 40-ft.-radius spread
So, RAW, you check if a creature can be targeted (so disregarding creatures for which you don't have LOS or LOF) and then you affect them in order from the closest to the point of origin onward.
Funky Badger wrote:
Spell combat is a full round action, not a full attack, and haste to give you a extra attack require specifically the use of a full attack action.
Cruel Kindness wrote:
We are speaking of targeting spells, not melee/ranged attacks.
PRD magic section wrote:
Very clearly worded.
You allow magic missile to hit invisible creatures even if the caster can't see them?
To reiterate something that you don't seem to grasp: Wail of the Banshee has a target line, instead of a Area line like in the 3.5 version. That target line has a specific set of rules that aren't bypassed/negated by the spell text.
Cruel Kindness wrote:
Kayerloth, are you suggesting you can't hear someone screaming less than 20' away if they're around a corner? RAI and RAW seem to match there, so I don't understand what you mean. Maybe the OP didn't like what they were seeing in this thread so they made another and abandoned this one...
Before going for ad ominem attacks, maybe you should look the date of a thread [Spr 5, 2012, 02:31 PM] and why the question was repeated:
Cruel Kindness wrote:
But there is not a specific rule that trumps a general one. The phrase "Creatures closest to the point of origin are affected first." don't say anything about changing how a targeted spell work. it is simply a copy/paste of the 3.5 version of the spell, where the spell had an area of effect and not a target line
Again an ad ominem attack, wonderful.The thread is marked "answered in the FAQ", but that was the old way of removing a thread from the FAQ queue if the was no reply forthcoming. The Dev, SKR in particular, have repeatedly suggested to repeat the questions in a clearer form in a new thread it a FAQ request had that reply and there was nothing in the about the question in the published FAQs.
Just to add to the problems of the spell description:
So we have a spell that has a sperat(i.e. that can turn corners and hit creature hidden from yo) bat require you to target them )i.e. you need to see the creatures you wan to affect).
Sorry, Cruel Kindness, but to see it as clear you need to look at it sideway and squint (or start with the 3.5 version and disregard half of the changes).
Since class design is more art than science, this won't be a system (like in the Advanced Race Guide), but rather a chapter giving you advice on how the process works.
Thanks gods!A advice chapter is great, a building system would be the source of countless acrimonious debates.
One of the compendious for the 2nd edition (I think the 4 volumes Encyclopedia Magica, but I am not sure, they are in a box in the basement) had the infamous dawizard.Someone had run a list of magic items in a word processor and instructed it to replace every instance of "mage" with "wizard" but hadn't limited that to whole word and hadn't checked the result.
So, instead of doing or healing damage, a lot of magic items did or healed dawizard.
It was pretty startling the first time we encountered one of the item with the changed text.
In older editions light bringing sword had a small radius of illumination. The blinding effect would have been not worse than moving around with a candle in front of you.On the other hand, flaying the weapon around and sticking it in the body of enemies would have a horrible effect on the level of illumination.
The best mobile source of illumination that I recall from 2nd edition was a spell that enchanted a glass globe that floated behind and over you (you could somewhat control at which distance) emitting the equivalent of a light spell.
Another good source is the light as an headlamp option.
Light or continual flame on the outside of a shield isn't so good (but it can be very annoying for the enemy).
Luckily the game don't go on this level of detail, so this kind of problems don't really exist in game play.
Let's see:- playing the different D&D games with variable alignment I always end as good, often Lawful Good.
- playing Fallout I end with a lot of positive karma.
- playing Fables, good.
For me playing evil is a core, I should force myself to take the evil choices if I want to end as evil.
There is a simple problem with that logic.Infernal healing is setting specific and the setting is the same one in which CoP is set.
No good resurrecting a 2011 thread. All the informations in it have seriously outdated. Looking the FAQ work better.
CRB FAQ wrote:
Peter Stewart wrote:
FAQed 55 times so far. I think it is at or near the top of the list.The problem is that the reply will touch a lot of rules, items and other stuff. It is not something that can be clarified by a 1 row of text, so it will take time.
Raith Shadar wrote:
I have seen several post here or in other threads claiming that the magus outdamage other classes, so I am interested in knowing if that is true and under what conditions.
If he outdamage a fighter going nova for a few rounds and then the sustainable damage is reasonably lower than he sustainable damage of a fighter it is ok, if he beat the fighter both in maximum output and sustainable damage there is a problem.
Yhe basic assumptions matter too.
"c. shocking grasp does 10d6."
I suppose you mean a intensified shocking grasp reduced to a first level spell with the trait, right?
"d. Free action blackblade strike: +3 damage."
At level 10 the BB has 3 arcana points, so that is true for 3 minutes, total, in a day, at most 3 fights as you can't spend it in lower increments.
Hmm, bot the fighter and the magus have +6 in the physical attack stat. At level 10.
Raith Shadar wrote:
I fail to see Come and Get Me as so powerful if you fight something with a mind. After the first time the barbarian has used this trick all the onlookers know how it work and will take countermeasures.