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Diego Rossi's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 6,872 posts. 1 review. 1 list. No wishlists.


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Andoran

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RAW there is no need to make an attack roll to use the paladin smite ability.
it gives a bonus to an attack roll, but the attack roll isn't a requirement.

Andoran

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Until today I hadn't even dreamed it was possible, but in another thread it was propose and the text of the ability seem to allow it.

PRD wrote:
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

Reading the ability text, if you roll damage you get to add your smite evil damage to it.

Corollary questions:

- if applied to a magic missile damage it is applied once or once for each missile hitting the target of smite evil?

- what happen when it is applied to a spell/power that don't do hit point of damage but deal other forms of damage?

Andoran

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Teatime42 wrote:

Frikking Candle of Invocation, and Craft Wondrous Item. He failed to spot the crafting cost (Somehow), as well as the spell needed (Somehow)... Okay, seriously, I still don't get Pathfinder Spell Mechanics, I've been told that you can roll a DC check for crafting something you don't have the spell for. Seems like crap to me, but I don't know.

Made a candle, used the candle. YAY! WISHS!

Also, hey look, MORE candles!

So he is using the craft candle of invocation, gate a genie of his own alignment, ask him to cast a wish trick?

First, making a candle of invocation is a DC 22 spellcraft check. As he hasn't the spell that become a DC 27 check.

Wizard level 6: class skill +3, 6 skills, +10 from int 30 (now reduced to 27 and so +8) = +19. Taking 10 he could make one with his old intelligence, not with his current intelligence or the intelligence he had before using the wishes.
Edit: fount the character level in the otehr thread

Second: he call a genie with gate. Fine. But the rules say:

PRD - Gate wrote:

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has a material cost of 10,000 gp in rare incense and offerings. This cost is in addition to any cost that must be paid to the called creatures.

If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total HD cannot exceed twice your caster level. In the case of a single creature, you can control it if its HD does not exceed your caster level. A creature with more HD than your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. Some creatures may want their payment in “livestock” rather than in coin, which could involve complications. Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

You control a creature whose HD does not exceed your caster level. I don't know any 6 HD creature that can cast wish.

Now he is in the presence of a uncontrolled genie of his own alignment (I suppose he has made a candle of his alignment).
Hope you are good so that he will only laugh at you and go away, instead of taking you as a slave or killing you.

Assuming he is willing to cooperate, casting wish is a "more involved service", so the genie would ask for appropriate compensation. Appropriate compensation is paying for the wish plus the genie time.
25.000-30.000 gp of stuff or equivalent services.
For a 4th level character that mean indentured service for a few decades for a single wish.

Andoran

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As you need to have the affected piece of iron in the wall, you have to move slowly, a piece at a time. Hard to do (the Wall of Fire as no width). Simply toppling it in the WoF would melt only a small area.

"Are you sure." No.
Re readying the spell the "creature only" is a perfectly valid interpretation. Not one I will use, but perfectly within the text of the spell.

Andoran

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Vic Wertz wrote:
Dazylar wrote:
But hey, better safe than sorry! I'm changing all my passwords in about a week.
Me too. I'm changing them all from "password" to "password2".

You weren't using Password1? What kind of sites you frequent if they don't ask of at least a majuscule and a number in the password?

:-)

Andoran

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Durngrun Stonebreaker wrote:
And with a bomb you don't provoke when mixing and then provoke when throwing, you provoke when you mix and throw the bomb.

You are making a ranged attack? Yes/No

Making a ranged attack provoke? Yes/No

Both replies are yes so throwing a alchemist bomb provoke.

Andoran

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Fist:
the GM can assign a modifier to the survival check DC. And they stack.
Base DC is for good condition in the best season.

Start to add:
bad weather
winter
harsh terrain
large number of people scaring away the preys
area where someone has already foraged
etc.

and your check isn't anymore so automatic.

Second:
it is 1 roll for party, with the aid another bonus (and you can't take 10 on an aid another check) if you want to keep your group together, so unless you make a good check only some of the party members will eat.

If you want to make a check for each member of the party you must split your party for the whole day. Good luck with those checks to avoid getting lost. And with wandering monsters.

Third:
Oh wait, you have got the flu. No problem, 3 days in bed and you will be like new, you are a big, tough adventurer. No food and you need to search for it while diseased? Ooops, you checks to recover don't have any bonus for bed rest and can even have some malus. (1st edition had you checking monthly against the chance of contracting a disease. pathfinder don't have that, but a DC 10 fortitude ST against the chance of getting a disease can be appropriate in an adventure where foraging become important).

Searching for food in a cold environment? Half speed for the +2 bonus to the saves against severe weather. halved again to forage. You have a few months to complete this adventure, right?

Fourth: if you are travelling and foraging you are distracted. You can take 10 while foraging if that is the only activity you take, not if hunt or forage while travelling. So if you take 10 to forage you don't move at all.

BTW, a large number of NPC has a wisdom of 8, at least reading the different APs and modules.

Andoran

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Aziraya, birds lack a magical source for the flight ability, but they can learn the fly skill. I would allow it, but I would require the character to actually use the glider (almost) every day, with all the possible risks and problems that that would entail.

The solution for the low intelligence character is simple: buy a headband of intelligence with the fly skill. The character will gain 1 skill/level in the fly skill.

Andoran

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After the "why I dislike the summoner" tirade, something for the OP.

Wayfinder n.7 has the Extempresario magus archetype. It is not official, but it is free and it is distributed by Paizo.
That make it generally more acceptable by most GM.

I think that becoming a spontaneous caster is a good power boost for a magus and the Extempresario replace spell recall with the ability to prepare a spell know as a ready spell with a applied metamagic, so that he can cast it with spell combat. That replace spell recall
At 7th level the knowledge pool ability is modified so that the Extempresario can add a magus spell to his spell list for 24 hours.

Decidedly a solid class.

Edit in italics to make it more clear

Andoran

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I am interested to hear how people rule the use of extradimensional containers and spell components pouches during a underwater adventure.

To explain the problems I see:

Extradimensional containers: you open a bag of holding/handy haversack underwater to draw something. The container fill with water and burst as it has been overloaded? (the maximum volume of water that he can contain is way more than the maximum weight allowance for the item.)
Nothing in the rules I see say that if the container is open only what you want will enter it. Au contraire, if you open it the air within change, allowing a creature to survive for 10 minutes after the bag is closed again.

Even if the bag isn't destroyed by being overloaded (we don't include the air in it in the weight carried, so we can say that the water don't count, too. A bit of a stretch, but maybe acceptable if the bag is immersed in water) it will fill with water and that will damage/destroy a lot of the stuff in the bag.
Waterlogged arrows don't work very well.

Spell component pouch: even if you get a waterproof pouch, you need to open it to manipulate the material components in it to cast your spells. That mean that it will fill with water and your components will become waterlogged and probably useless. Unless each set of components for each spell is conserved in a separate, waterproof container, I don't see a way to do that.
But lugging around teens of waterproofed small container will make our component pouches unmanageable.

For the record, I assume that our character will store the spell components for each spell is separate packets for ease of use, but that those packets are made with parchment or oiled paper. I.e. the ball shaped red packs are those used for the fireball components, the yellow square packet contain the gold dust for several spells, and so on.
[Maybe I should take a skill in Craft (origami). So I can make horse shaped container for the components for the Phantom steed spell and a dove shaped container for the Fly spell :-P]

Andoran

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Elbe-el wrote:
and a Summoner can't even Wild Shape into a fire elemental when he's been grappled.

He can "only" switch paces with his combat pet. Or call it at his side.

PRD wrote:

Maker's Call (Su): At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner's caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transposition (Su): At 8th level, a summoner can use his maker's call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

I would prefer him using wild shape than that if I was the guy grappling the summoner.

Andoran

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You can spend better your points:

Current build:

Str 14 5 points
Int 10 0 points
Wis 8 -2 points
Dex 16 10 points
Con 14 (including +2 human bonus) 2 points
Cha 14 5 points
Total 20

vs

Str 14 5 points
Int 10 0 points
Wis 8 -2 points
Dex 16(including +2 human bonus) 5 points
Con 14 5 points
Cha 14 5 points
Total 18 points

With the 2 points left you can raise your cha to 15 at a total cost of 7 points and get it to 16 at level 4 with the ability increase.

Andoran

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Arkadwyn wrote:

No, No, no. The witch or any other caster can attempt up to one touch per level (assuming they can reach that many targets) during the round of casting. After that the spell is expended and unused touches are lost. This is pretty clear from the PRD.

PRD: "Touch Spells and Holding the Charge: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.

Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell."

You must touch all targets of the spell in the same round that you finish casting the spell. Pretty succinct.

You are misreading this: "Some touch spells allow you to touch multiple targets as part of the spell."

A spell that allow you to touch multiple targets as part of the spell is a spell like Water breathing, with a line of "Target living creatures touched". Notice the plural.

Spell text: "The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.

Frostbite say:

Targets creature touched (no plural here)
Duration instantaneous
and
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

You can't touch multiple creatures in the round in which you have cast the spell. You can touch a single creature.
Then you have extra touches up to your level that you can use during the next rounds.

You have missed this part of the rules too:
Actions In Combat table
Use a touch spell on up to six friends Yes

There is no way (AFAIK) to touch more than a opponent during the round in which you cast a spell, so unless you want to sue frostbite against up to 6 friends you can't touch more than a creature while casting it.

check this piece of the magic section too:

PRD wrote:
Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

Andoran

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The paladin will call it back unless you keep it constantly under the effect of a dimensional anchor spell.

PRXD wrote:


Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

It is not a summoning spell. More like a teleporting spell ability to call a creature even from another plane (there is no range limit or clause that say that it don't work through the planes).

Then the paladin will find a way to speak with the horse and discover what happened.
So you will get a unhappy costumer as he will lose his horse, a pissed off horse and a irritated paladin.
Not a good situation.

Andoran

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Just for the record, in modules published by Paizo there are gay paladins in permanent relations.

Andoran

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Jeff Merola wrote:
Undead cannot be Hasted, as Haste allows a fortitude save and doesn't work on objects.
Undead type wrote:
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Haste wrote:
Saving Throw Fortitude negates (harmless)

Andoran

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PFS FAQs wrote:

Can I use photocopied pages from books, printed copies of PDFs, et cetera to satisfy having a source book that covers the rules used to create my character?

A player must have a physical copy of the Additional Resource in question, a name-watermarked Paizo PDF of the book, or a printout of the relevant pages from a name-watermarked PDF, as well as provide access electronically or a physical copy of the current version of the Additional Resources list, as advised in the Guide to Pathfinder Society Organized Play.

A print out is not a photocopy. It is exactly what it advises. It is a print out from a watermarked PDF that, when printed, shows the name of the person (and their email) on the top or bottom of the page. A photocopy of a physical book that does not show a watermark does not fulfill the requirement. This includes a photocopy of a book you borrowed from a friend, checked out of a library, or any other copy you obtained and photocopied or scanned pages from.

If a family member, significant other, or other members of the same household living together (such as college room mates) are playing at the same table, they may share the same resources instead of having duplicates of the same resource at the same table. If it is a group of friends that always plays together at the same table, as long as there is at least one sourcebook that covers each rule for every character at the table, it fulfills the requirement. For example, if they all play Chelaxian characters and utilize rules from the Cheliax book, and they are all playing at the same table, then they only need one Cheliax book at the table, and that book can be either physical or an electronic, watermarked copy. However, if they are playing at different tables, each person at a different table will need a physical copy, a PDF copy, or a printed watermarked copy of the relevant pages with them, that covers anything they choose to utilize in the build of their charactert. And if it needs to be clarified, watermarked PDFs may not be distributed electronically by anyone. If two members of the same household wish to share a PDF, and find themselves playing at separate tables, one can utilize an electronic version on an iPad or similar item, while the other utilizes a printed watermarked copy.

A screenshot of your downloads page, coupled with links to the appropriate PRD pages would cover both purposes if you choose to utilize such a method.

Hero Lab, or any other form of electronic character builder, is not a legal source to fulfill any of the above requirements. Electronic character builders are tools to assist participants in a more streamlined and efficient way to build a character.

Link to the PFS FAQ page.

Andoran

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Manimal wrote:

But this raises an interesting conundrum...if these shops make so little profit, how, then, can they afford to buy all your unwanted magic gear, even at half price?

"Sure, I'd like to buy that magic armor from you, adventurer! I currently have 2000 gold in the coffers, so that's my best offer."

Most of the time it will be:

In game world situation:
"Oh, you are selling 2 +1 longsword, I will buy them" (The shopkeeper know a militia captain that will buy one at full price and and a few mercenary officers that could be interested into the second), "and I will trade the half charged wand of levitate for a fully charged wand of CLW" (the wand of levitate isn't a difficult sale and the shopkeeper has the CLW wand or know someone that can make one), "and I will exchange those scrolls for the potions you want, the inks for adding spell to the wizard spellbook and the alchemical items." (the potions, inks and alchemical items are most of the normal sales for the shop owner).

Playing table:
GM: "You sell the two swords for 2.000 gp, the wand for 1.200, the scroll for 500, the total is 3.700 gp"

Wizard: "I need 300 gp of inks to copy my new spells", Fighter & Rogue: "We both need a potion of fly. 1.500 gp total.". All the group. "We need a fully charged wand of CLW (750 gp), 3 alchemist fire (60 gp) and a vial of antitoxin (50 gp), the total is 860 gp."
GM: "ok, you have sold 3.700 gp of stuff and purchased 3.110 gp, you have 590 gp to divide."

In game world situation:
Merchant: "I have 7.400 gp in new merchandise, 2.000 gp of that is a guaranteed sale, the other stuff will increase my stock. For that I have traded away 3.110 gp of merchandise and paid 590 gp. My shop is worth 3.700 more gp than before. I am happy."

Playing table:
"The merchant and staff have made some skill check and produced some magical capital by the Ultimate Campaign rules and the shop is worth more."

End result, the merchant will be richer but mostly in tradable stock, not in hard cash.

Andoran

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graystone wrote:

I've always read it completely opposite of timebomb. I figure what would be the point of the feat if it's JUST for the required components? Seems pretty worthless compared to Eschew Materials if it works like that. How many spells have component from 6-100gp?

So yeah, totally use it with Alchemical Power Components and Varisian Idols.

I share timebomb opinion.

I am very vary of mixing abilities fro two non core (hardbound) rulebooks. Generally the material in the softbook is made keeping in mind only what is in the hardbound, not the other softbound.

The feat is for the Rasmirian Priest archetype, not to allow you to use power components for free.

Andoran

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Bestiary - Adding class levels to a creature wrote:

Step 2: Add Class Levels

Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores.

Next, add the class levels to the monster, making all of the necessary additions to its HD, hit points, BAB, CMB, CMD, feats, skills, spells, and class features. If the creature possesses class features (such as spellcasting or sneak attack) for the class that is being added, these abilities stack. This functions just like adding class levels to a character without racial Hit Dice.

A monster with class levels always possesses treasure equal to an NPC of a level equal to the monster's final CR (as calculated in Step 3, below). To determine the value of this gear, use the value listed for a heroic NPC of that level, as listed in Table: NPC Gear. Once a total GP value is determined, follow the rules for outfitting an NPC as outlined in that section. Gear should help a monster with class levels remain challenging and retain statistics close to those presented on Table 1-1: Monster Statistics by CR.

I would say they stack.

Andoran

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Quantum Steve wrote:


Look at the price of wands. Wands are pretty much universally agreed to be overpriced.

In what universe?

Can you link the posts saying that?

Andoran

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Snowleopard wrote:
Kirth Gersen wrote:
I use a Knowledge (Warfare) skill to identify fighting techniques, stances, and so on; people can try to Bluff (an opposed check), or else not bother (a flat DC). Fighters get 1 rank per class level in Knowledge (Warfare) for free.

I suggested the something similar earlyer on in the thread by allowing players to make a level adjusted intelligence check to see if they are able to identify the tactic used against them.

I suggested a DC of 15 and a roll of d20 +intelligence bonus (positive or negative if appropriate)+level to be able to identify a tactic. Any idea if that DC is reasonable???
I later thought of a bluff check that could disguise the tactic but had not mentioned that yet. So a opposed check would be viable and how would you interpret that opposed check as the bluffer clearly has an advantage over the identifyer?
The main reason I used an intelligence check is because this is all very tactical and I believe most low level should barely understand the tactics their opponent is using while older and more seasoned veterans are able to go into the mind of the opponent. And it would also punish people from taking inteligence as a dump stat. Off course experience will teach important lessons to dummies hence the level in the formula.
I did not create a new skill because I believed that might complicate things too much and why should a non fighter not realise the tactics being used if he sees as much combat as his frontline buddies. Or why should a fighter Bow user get the same bonus as his frontline buddy if you seem to think that being a front liner should be different in understanding tactics then a second liner??? Again I really like the idea and I am not trying to put it or you down.

A BAB based check is better that a level based one.

this should be a field where martials excel.

Andoran

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Liam Warner wrote:
A whole part of being able to fly around the stars is stopping off to examine that blue green giant and if its going to flare its not going to care if your in the path of it hence the question same with flying through an asteroid belt on route to a distant destination in the solar system your going far too fast to try and steer around it if a small rock's in your way.
Quote:
The first spacecraft to traverse the asteroid belt was Pioneer 10, which entered the region on July 16, 1972. At the time there was some concern that the debris in the belt would pose a hazard to the spacecraft, but it has since been safely traversed by 11 Earth-based craft without incident. Pioneer 11, Voyagers 1 and 2 and Ulysses passed through the belt without imaging any asteroids. Galileo imaged the asteroid 951 Gaspra in 1991 and 243 Ida in 1993, NEAR imaged 253 Mathilde in 1997, Cassini imaged 2685 Masursky in 2000, Stardust imaged 5535 Annefrank in 2002, New Horizons imaged 132524 APL in 2006, Rosetta imaged 2867 Šteins in 2008, and Dawn orbited Vesta between July 2011 and September 2012.[80] Due to the low density of materials within the belt, the odds of a probe running into an asteroid are now estimated at less than one in a billion.[81]

Chance of a random encounter with a small asteroid are really slim. Essentially they became relevant only if your GM want them to be relevant.

- * -

At Tacticslion
Excellent sum up.

Andoran

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Really? That trap require a 17th level caster and plenty of money.

Most of the spells that block teleportation are high level and/or cover a minimum area and/or work for people sharing a specific alignment and/or require to be a member of a specific spellcasting class. Generally they fall under several of those requirements.

Teleport is a 5th level spell that can be easily brought in scroll form, scrying is a 4th level spell.

So we have a huge dichotomy between who can use scry and fry tactics (essentially 7th level characters with a good equipment) and who can protect against them (most monster can't do that, even monster that are considered appropriate opponents for high level characters, members of several classes, even spellcasting classes can't do that).

There is one non magical defense:
"Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is blocked."
but it raise some question:
1) It is directional or you must live in a cube of lead?
2) What happen when you open a door? (no windows, leaded glass isn't lead sheeting. Maybe if the leaded glass is tick enough it will stop the magical sensor, but we have no data)
3) It is applicable to a dungeon or a castle but if the target leave them it is instantly vulnerable.
4) It require access to the raw materials and manufacturing capacity. Again something that is not granted for monster and can be a problem even for humanoid enemies.

Looking a few CR 10 monster that can be a reasonable epic enemy for a 7th level party:
bebilith, couatl, fire giant, giant flytrap, guardian naga, rakshasa, red dragon (young), silver dragon (young), white dragon (adult)
or CR 11 monster
barbed devil, black dragon (adult), brass dragon (adult),
cloud giant, devourer, earth elemental (elder), fire elemental (elder), gold dragon (young), hezrou, water elemental (elder)
I don't see much that can protect itself from a scry and fry attack.

But maybe teleport scroll aren't available, so only level 9+ character will use scry and fry?

CR 12 monsters
copper dragon (adult), green dragon (adult), lich

Well a lich probably will have some protection against scrying. One out of 3.

CR 13
blue dragon (adult), bronze dragon (adult), ghaele, glabrezu, ice devil, storm giant

The ghaele has the spell of a 13th level cleric, so she has ways to protect herself against scry and fry. Maybe the storm giant has the crafting capacity and access to the needed raw materials.
2 out of 6.

We can go on. Anything that isn't a pure spellcaster or has access to serious manufacturing capacity isn't capable to protect itself.

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Just for a comparison:
the pressurized space of the International Space Station is: 837 m3 (29,600 cu ft)
the habitable space is 350 m³ (12360 cu ft)
crew 6 persons.
As that include the space used by the station equipment, the habitable area created by this spells isn't so little.

That said there is a easy solution: Bring with you a 10 level witch with the icy tomb hex. She will provide instant cryogenesis for the crew members in exchange for a few hp of damage.

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GM Derek W wrote:

I personally see no problem with allow rebuilds, complete or partial. If it's due to an errata, let it happen for free. It's true that this means some people may make stronger characters than they had before, but why should that be a problem?

If someone comes with an overpowered summoner that's all of a sudden an overpowered barbarian, I'm still doing my thing.

Maybe that person's next character would be just as OP. Maybe the next player (and we do see different players in PFS) would bring something just as OP.

I enjoyed the development of a character from level to level. There's a reason there are 20 levels of power at which to play in this game. I even enjoy the early ones where characters are weak.

So you could say that we don't allow complete rebuilds because the whole bent of the game is to play a character from bottom to top. Some games don't have scaling power levels. Some do. I enjoy this part of the game, but I suppose that if push comes to shove, I don't see it as essential.

There are several builds that are very strong at specific levels and weak at other levels.

People advocating the "right" to rebuild character every time they want are essentially advocating the "right" to have the best build for the level at each level.
That could be acceptable if all people had the same system mastery and all people were interested in that. As that isn't true we would end with a group of muncking players doing 90% of the mission alone and the other players twirling their thumbs most of the time.

Erick Wilson say "it annoy me" isn't a valid reason. Actually "it annoy the other players at the table" is a valid reason. It fall under the "don't be a jerk" rule.

To me it seem that a guy coming to a game with a folder full of different version of his character and that ask "What are you bringing to the table? ... Good, so I take version X of my character." will annoy a lot of players.
Especially if he choose his character in a way that will allow him to outshine similar characters of other players.

Erick Wilson wrote:

Your question answers itself. It's what IS necessary in order to keep them happy

To me it seem the way to keep a small number of players happy while annoying a larger number of players.

"As far as you feel it is necessary" is charte blanche to rebuild your character from the ground up, making it the most efficient machine for the current level, even if reaching it would have been an hardship playing several level with a underpowered character.

Then there is a problem of the efficiency and ease of use of a character. If the player has used him and his abilities from level 1 onward he know it very well. When using a character generated from scratch at level 8 he will have to master its new abilities.
Especially if they are copying a "perfect build" from the forum their knowledge of the character abilities isn't granted.

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"My character meant to take crane wing, I need to retrain the dodge feat I have already taken as without Crane wing the whole feat chain is useless."

"i have taken monk level only to take crane wing at level 11, I shall be allowed to rebuild my character from first level onward."

Extreme example, but if you allow player A to retrain his whole character from level 1 onward because he has taken crane wing, any character that has taken any of the prerequisites should have the same right, don't you think?
But then we would have plenty of player retraining their characters simply because they can, not because the change in the feat has really affected them.

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Majuba wrote:
Scavion wrote:

Total Defense: "His stance is no longer threatening you and is focused on protecting himself."

To put this in a more ingame term, when you Total Defense, you no longer threaten. It is my belief a character knows when he isn't threatened.

I like your descriptions, but this is inaccurate. With Total Defense you still threaten squares, you simply cannot take Attacks of Opportunity. This means you can still provide flanking.

I don't think you threaten if you are using the total defense option.

Threatening is defined as:

PRD wrote:
Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your turn.

When using total defense you can't make melee attacks.

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With Ultimate campaign you and your cohorts can make money even if you sell stuff at half price.
Simply you produce the Capital (game term used in the UCamp rules) needed to produce the stuff you sell using the UCamp rules.
The you use the Capital to produce the finished items.
1 unit of Goods will cost 10 gp and be worth 20 gp when used to make a weapon, armor or other stuff. So you end paying 1/6 of a normal item price and sell at 1/2.
Making magical Capital is way more efficient as: each unit cost 50 gp and is worth 100 gp and the item crafting part is way faster, producing up to 1.000 gp of stuff in a day. That mean that if you can sell the magical items produced you can earn up to 250 gp/day from the crafter cohort while having the low level followers gather up and process the materials needed to generate the capital.

The problem is that you need to live in a location where you can sell that many magical items.

If you live in a small settlement it would be best to have your follower and cohorts build a manor with magically reinforced walls.

PRD wrote:
Magically Treated Walls: These walls are stronger than average, with a greater hardness, more hit points, and a higher break DC. Magic can usually double the hardness and hit points of a wall and add up to 20 to the break DC. A magically treated wall also gains a saving throw against spells that could affect it, with the save bonus equaling 2 + 1/2 the caster level of the magic reinforcing the wall. Creating a magic wall requires the Craft Wondrous Item feat and the expenditure of 1,500 gp for each 10-foot-by-10-foot wall section.

Usually that is cost prohibitive for PC until they reach a level where going to another plane or creating their small demiplane is more convenient, but if you can reduce the cost with the hep of your follower and get some extra money from their activities it can work.

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Scavion wrote:

Mmm. Scrying someone on a ship then teleporting to them works, but scrying someone anywhere else doesn't?

Lets just break any notion of precedence yeah?

Skull an Shackles player's guide wrote:


Dimension Door, Greater Teleport, Teleport, Teleportation Circle: Because ships are constantly in motion, the caster of spells of the teleportation subschool must have line of sight to teleport onto a ship. Otherwise, a caster must scry upon a particular ship first, then immediately teleport to the scryed destination. Any delay in casting means the ship has moved from its scryed location and the spell fails.

In this instance the writer don't even speak of the scrying spell. he speak of scrying the ship and then he speak of the scryed location.

The problem is that the action of scrying something (with whatever spell you have that work) is often confused with the scrying spell.
Another form of the "what is the meaning of level" discussion.

If you look the d20SRD hypertext teleport, you find: “Viewed once” is a place that you have seen once, possibly using magic".

That is the strongest argument about scrying (the spell) and frying working, as someone has added to "possibly using magic" the part "such as scrying".

Currently I don't have my 3 and 3.5 books at hand. Someone can cheek the text in them?
(note that in the 3.0 version of the game you had a scry skill and scrying was the action of using that skill)

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seebs wrote:

Historically, you've always been able to teleport to a location based on having scryed it. Then we got that one ruling from the ship combat thing saying that since ships move, you have to teleport immediately after scrying or else it becomes a "false location". And that can't possibly be right, because if it were right, you couldn't even teleport that way at all, because scrying absolutely does not tell you where something is, it just lets you see the immediate vicinity.

So in practice, I think the problem is that they sort of want to prevent scry-buff-teleport attacks, but they haven't really come up with a consistent fix and gone and edited all the wording to implement it.

Yes, 0 ambiguity:

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

That phrase has always barred teleporting to a destination when you don't know its location. The part about scrying work only if the act of scrying allow you to identify the location.

At that point, if you have scryed someone in a location that you are capable to identify, you can teleport there with the “Seen casually” level of familiarity.

Your opening phrase should be amended to:
"Historically, in my gaming group you've always been able to teleport to a location based on having scryed it."

I my gaming group we read the location requirement and got to a different conclusion.
I don't assume that all groups follow our reading of the rules, you shouldn't assume that all groups follow your reading of the rules.
There is an ambiguity so a good candidate for a FAQ.

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The Golux wrote:
Swiftbrook: The reason that people are arguing is that the difference in price between a ghost salt arrow and a ghost touch arrow is justified by the difference in price between a ghost touch longsword and enough ghost touch arrows to kill a powerful incorporeal entity that the longsword would make trivial.

You are forgetting the cost of having a weapon with ghost touch ability instead of any other +1 ability, when you don't need ghost touch.

I have 10,000 gp. I can afford a +2 weapon or a +1 ghost touch weapon.
If I am a meele combatant and I aspect to find incorporeal creature 10% of the time my choices are limited. either I accept to deal 50% damage 10% of the time and to get a extra +1 to my to hit and damage, or I get full damage against incorporeal creatures and lose the extra point of damage (or special effect, like keen).

The missile use will spend 8,000 gp in getting a +2 for his bow and buy one or more doses of ghost salt for a few hundred gp.
End result, he will get both benefit: full damage against incorporeal enemies and the full +2 enhancement on his bow.

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Don't go into Power Dome A wrote:
Quote:


By those rules a person could be evil without ever spilling blood, there are a lot of ways to harm or oppress people with inflicting physical pain, though it seems easier for one be a non-violent LE than NE or CE.

No, they couldn't be evil without ever spilling blood. What you say would be true if you completely forego reading the absolute statements on the nature of evil. Hurt and Oppress and Kill. If you are merely vain, or selfish and no one is ever hurt and oppressed and killed because of it then you almost certainly aren't evil. Most good aligned characters, especially player characters will be actively selfish and vain but these are traits that are kept in check by their other moral inclinations from causing those negative externalities associated with evil doers.

My original closing statement still stands:

If the OP's character has compunctions against killing the innocent and is not hurting and oppressing and killing others out of lack of compassion or a dedication to evil then he's not evil per the alignment write up.

Can't be hurting and oppressing without spilling blood?

You work for me and live in my company town.
I pay you 1.000 $ week. Good pay, right?
But housing cost 600$, food 50 $ every day, you will have to pay for anything you need, you can't leave your working post for any reason, including biological needs.
No holydays, no pay on sick leave and you will still have to pay for food and lodging.
You have signed the contract without looking the fine print. It is for 10 years of work (and the sick leaves are added to the length of it). if you leave earlier you will have to pay compensations.
Oh, BTW, no medical support and you are working with asbestos fibers without adequate protection.

You aren't hurt and oppressed? I haven't spilled a single drop of your blood and, in theory, you are a free man. In practice you are a slave. and a badly treated one.

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Prince of Knives wrote:
Simon Legrande wrote:
Prince of Knives wrote:
If Paizo wants to make NPC content, I'm not too worried about that. What I would like is for such content to be clearly labeled. Saying that something is 'for players' and then expecting a vague phrase like 'with GM permission' to indicate that the content is less useful, less powerful, or harder to use is...not good. Especially since most groups will see such a tag and assume that it means the content is more powerful and thus requires GM oversight to prevent abuse.

Sounds to me like you don't want to spend time planning out a character concept and would rather Paizo go through and label everything WARNING: THIS IS A SUB-OPTIMAL CHOICE FOR PCs. Choosing this option will seriously make your game experience unfun and is only intended to be used by the GM as a gimmick.

I'm guessing that five minutes looking over the options and a bit of prep work would have been enough to get this information. But it's much easier to have someone else spoon-feed the information, reading is hard.

I'm not worried about labeling sub-optimal content. I want "NPC" content labeled. The difference is profound and I'll thank you to not be snide at me, please.

The difference is non existent. What you see as NPC options some other players or someone in a different campaign can see as PC options.

the only NPC options are those for abilities that PC can't get in any form, and those are becoming fewer and fewer.

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A bastard sword is a 1 handed weapon that require a special proficiency.
A Earthbreaker is a 2 handed weapon that can be wielded as a 1 handed weapon with a specific feat. But the feat don't change the simple fact that it is a 2 handed weapon.

And, just to explain how the thunder and fang is meant to work RAI (not RAW), the words of James Jacobs (BTW, he is in charge of Golarion canon material, so this is his field of competence).

"James Jacobs" Jul 12, 2012, wrote:

...

The whole point of Thunder and Fang is to let you fight with that weapon and a klar as if the klar and the earth breaker were one single double weapon. You wield the earthbreaker normally, but when you attack, your klar blade sticks out perpendicular from the earthbrearker's shaft, forming a stubby "T" shape. You can swing the earthbreaker normally, and also stab with the blade of the klar that sticks out from the middle of the shaft as if it were a secondary weapon attached to the earthbreaker itself.

That you get to retain the klar's AC bonus when you attack is actually thus only half of how the feat lets you bend the rules.

No need to change the feat as a result, since it's working as intended.

Interesting, neh? Sad that the feat don't say that.

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James Jacobs wrote:

That doesn't feel as off-balance to me as it does on the surface. Rocket bomb isn't intended to be the "put all your damage in and do lots in one shot" attack—it's the long-distance mass-target option for alchemists; one that does its thing over the course of many rounds of sustained fire.

That tactic isn't as popular for a fair number of reasons... but I suspect that was the type of reasoning that got the designer to arrive at that option.

Only partially related to the main argument, but I think there is a generational argument here. You and I still remember 1st, 2nd and BECM games with huge numbers of enemies where this discovery would have been awesome. On the other hand players that have started gaming with 3rd edition rarely have seen that numbers of opponents as the basic philosophy of the encounters has changed and running large numbers of enemies is more complicated and time consuming, so they see a large area, low damage attack only as a weak attack, not has something useful.

Sad, as the "large number of weak enemies" situation has his kind of interest.

You (Paizo) have ever considered developing some kind of rule to treat a large group of enemies as some kind of "mook army" entity?
In some form swarms cover that niche, but only for fine or smaller creatures.
I am speaking of something like a army unit of 30 kobolds, 1 level warriors and so on, with rules to adjudicate group movement, single cumulative attack, and so on, so that what visually is an army of enemies is managed as a single entity by the GM.

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I think there is a very simple reason: stacking almost equal things.
Doing that require rules on how every combination of stacking work. Start to add archetypes that modify a bit the special abilities and you will have combinations where if you add x levels of one class to z level of another and, when checking how an ability work, read the result as x+z level in the first class you get a result, when reading it as z+x levels in the second class you get a different result.

Describing in the rules how each combination work and adding a chapter on how it work with each of the parent class would require a lot of work, would be cumbersome and probably will miss some combo and be made obsolete as soon as a new archetype is printed.

Not allowing to multiclass in the parent class reduce greatly the number of those combinations.

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The Beard wrote:


Why exactly would a good character refuse to associate with someone whose misdeeds are, for better or worse, currently working to the benefit of the mission? One must accept the lesser of two evils at times.

What mission? So far the OP hasn't cited any mission. The character have plenty of downtime, so I doubt there is some overarching goal to reach. for sure there is no time pressure reach it. Generally a paladin wouldn't team up with a character of dubious morality unless there are compelling reasons.

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137ben wrote:
Xaratherus wrote:
137ben wrote:
Xaratherus wrote:

There are no explicit rules in Pathfinder for exceeding 20th level. So you could be a 10th Wizard\10th Sorcerer, but until\unless the epic book comes out being a 20th Wizard\Xth Anything is a house rule.

The Core Rulebook disagrees with you:

CRB wrote:
To gain a level beyond 20th, a character must double the experience points needed to achieve the previous level. Thus, assuming the medium XP progression, a 20th-level character needs 2,100,000 XP to become 21st level, since he needed 1,050,000 XP to reach 20th level from 19th. He'd then need 4,200,000 XP to reach 22nd level, 8,400,000 XP to reach 23rd, and so on.
Anyways, this isn't really a rules question...

Yay, I achieved 21st level because I was able to add on enough XP to do so! Wait - what abilities do I get? Shouldn't I get another level of spells now? Where are they?

Gee, maybe it would be helpful to continue reading down the exact same page:

CRB wrote:

Scaling Powers

..

Maybe it would be better to read what is printed ahead of parts you cited:

PRD wrote:

Beyond 20th Level

Although Classes doesn't describe what happens after 20th level, this isn't to say that there are no resources available to you should you wish to continue your campaign on to 21st level and beyond. Rules for epic-level play like this exist in numerous products that are compatible with the Pathfinder Roleplaying Game, although in many cases these alternative rules can provide unanticipated problems. For example, if your campaign world is populated by creatures and villains who, at the upper limit of power, can challenge a 20th-level character, where will epic-level PCs go for challenges? You might be looking at creating an entirely new campaign setting, one set on different planes, planets, or dimensions from the one where your players spent their first 20 levels, and that's a lot of work.

Paizo Publishing may eventually publish rules to take your game into these epic realms, but if you can't wait and would rather not use existing open content rules for epic-level play, you can use the following brief guidelines to continue beyond 20th level. Note that these guidelines aren't robust enough to keep the game vibrant and interesting on their own for much longer past 20th level, but they should do in a pinch for a campaign that needs, say, 22 or 23 experience levels to wrap up. Likewise, you can use these rules to create super-powerful NPCs for 20th-level characters to face.

So you are taking some stop gap guidelines as as "the rules to play a 40th level character".

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The Beard wrote:
I honestly don't think I'd consider blackmailing people evil, just like tearing information out of someone's mind (or making them talk) aren't necessarily evil. Any form of misuse, information brokering aside, could quickly become all kinds of unlawful, but it doesn't strike me as necessarily evil. Wrong doesn't necessarily have to equate to evil. That's what makes this situation so amusing to sort through, I guess. There are valid points for both sides (really more like four different sides) of the issue floating around.

Blackmail people as a profession isn't a evil act ...

Yes, we will never agree if that is your starting point.

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Rynjin wrote:
Diego Rossi wrote:


And the Wallmart is selling you food and items. It can try to convince you that you need something that you don't really need, but that is a far cry from taking something from you without giving anything in return and then using what it has taken to damage you or other people.

That WOULD be evil.

Thankfully, that is not what is happening.

The OP has provided a service. People pay him money, he gives them pastries. So, "taking without giving" is flat out false.

Service: money vs food OK

Then we have

Enchantment used to force people to speak the truth and to divulge more than they want VS ????
What is the equivalent "service"?

Rynjin wrote:


He has laced the pastries with a low grade magic that makes the pastries mildly psychologically addictive (but not irresistibly so) and act as an oral lubricant...people become more talkative, and what they say is more trustworthy.

No harm done implicitly in either case.

So spiking your drink is a no issue?

Rynjin wrote:


So, what makes the action aligned is what he DOES with this information.

Using it to harm others is certainly evil. Using it for his own and nobody else' benefit is Neutral (this does not include selling personal info the thieves and like actions, those are indirectly harming others).

Using it to help his party (good aligned adventurers and heroes) and the city watch (keepers of the peace) is a good action, or at least a neutral one.

LOL. I am working for teh good guys so my actions are always good, and as my actions are always good, we are the good guys.

Rynjin wrote:


This last is what the OP is doing.

So, overall tally:

Action: Morally ambiguous. To throw the other side a bit of a bone, we'll say "mildly evil".

Outcome and Intent: Definitely slightly Good.

Sum alignment: Neutral, unchanged.

That is like the poster boy of Lawful Neutral. Morally ambiguous actions for a future good.

Nowhere in the OP post there is anything about a "future good". he is helping his party. So far we know that they: have a supposedly LN wizard, a supposedly unfallen Paladin and a lot of downtime. and they live in Magnimar.

And yes, that the OP character has destroyed a rival organization and killed his boss.

So far I don't see any "future good".

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The Beard wrote:
Diego Rossi wrote:


If you steal something from everyone, regardless from your needs and his ability to cope with the damage, and use magic, "Bluffing, bribing, or talking your way out" to avoid going in jail it is evil.

Please cite for the rest of the class exactly how what you've described is enough to instantly shift the OP's alignment to evil, not to mention why the various good deeds being enacted do not count at all towards preventing an alignment shift. What you have described is no different than the practices of most big business owners. Hell, you'll be describing Walmart if you omit the word "magic."

Again the hyperbole. "instantly shift the OP's alignment to evil". someone spoke of instantly shifting? No, but the OP character is doing that on a routinely basis.

And the Wallmart is selling you food and items. It can try to convince you that you need something that you don't really need, but that is a far cry from taking something from you without giving anything in return and then using what it has taken to damage you or other people.

And from what I hear of the wages paid to the workers, Wallmart is pretty evil.

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Mikaze wrote:
ShadeOfRed wrote:
Slaughtering people is evil. Even if they are orcs. When is the last time any peaceful reconciliation with a tribe or orcs has ever been attempted by a group of adventurers? It's probably happened, but I'll bet good money it's attempted less than 1% of the time.

clears throat

We're not nearly that rare.

Considering my players story of making friendship with kobolds it is fairly commons.

Let see:
- Kingmaker, they have set a kobold tribe as a semi independent vassal state,
- Forgotten realms, they have made frienship with a tribe of kobolds and gifted them with a magical apple tree (feather token)
- adopted a tribe of orcs.
- made friendship with 2 tribes of werewolves
- they have even made an alliance with mind flayers against a greater evil
- rescued a half-demon and turned her to CN
- generally the only group that get automatic negative reactions are undead, and even for that there are exceptions. They did make friendship with 2 lich, one neutral and one evil.

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It is interesting to note that I am now convinced that the OP character actions are evil, and who convinced me are mostly the guys that defend his actions and say they aren't evil.
The lengths to which they had to go to justify his actions have convinced me that those actions are evil.

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Detect Magic wrote:
Avatar-1 wrote:

You're the stuff adventures are made of - basically a plot hook.

"Sir Reginald IV calls for adventurers to investigate the happenings of a bakery in town that the villagers seem to be drawn to. It's suspected that foul magic play is afoot. Whatever the cause, it must be stopped before the town is held completely hostage to the whims of the bakery!"

Replace "bakery" with "apple store". Seriously though, glowing rectangles have hypnotized the masses.

Bonvi said that 40 years ago. TV is the final weapon of doktor Goebbels .

It is sad that I can't find a translated strip to link.

Arma finale doktor Goebbels

Text:
"And that is the final weapon of doktor Goebbels? Don't make me laugh!"
"It is a simple crate that ...that ..."
"Nurse!"

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Korthis wrote:

** spoiler omitted **

VS.
** spoiler omitted **
I'd say stealing information is not so different from stealing anything else so not very lawful. Drugging people against their will is also unlawful (i would think). As to good or evil; I'd say it's not evil because you aren't harming the people (or creating an addiction), at the very least it's no more evil than if you had cast the spell directly on the people (which I don't think is evil). Your spell delivery system is just unorthodox.

This.

I would shift your alignment to neutral unless you are doing this at the service of a higher power or you are the ruler of the city or his spymaster.
You are not good, but you aren't evil unless you use the informations you gain for evil ends.

Bill Dunn wrote:

It's not significantly evil. And by engaging in public charity works, you're painting yourself, overall, as a non-evil guy - Lawful Neutral should be just fine. Now, if you were enabling or aiding people to screw each other over in a significant way, then the spider's good works would start to diminish compared to the proportion of harm you'd inflict. Then, the slide to evil would really begin.

From the OP post: "A slightly less benign spell makes the patron a little more chatty (and truthful)than they might want to be. These are usually given to town guards and other notable passersby for free. A lot of my goods are given away to the poor. Many times along with small amounts of coin. Between the enchantments and the charity everyone from the highest noble to the lowest urchin tells me all the secrets worth knowing in town.", so his "charity" has secondary motives that have nothing to do with charity. I wouldn't count it as a good act.

If I am smuggling weapons Gaza and I hide my smuggled goods into trucks that I load with food for the poor of Gaza, I am not doing a humanitarian act, I am smuggling weapons.

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Alexander_Damocles wrote:
PRD wrote:
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the [u]spell[/u] upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Thus, while an alchemist does not cast spells, every extract he makes is based off of a spell. Thus, all alchemist only spells really are spells.

Doesn't mean that they can make wands, but they are still a spell.

I have the content of a game CD stored in my computer hard drive and a CD emulator so that I can run it. I have the CD of the game? No.

Same situation.

- * -

If they were spells:
I would be able counter your extracts with my memorized spells or dispel magic.
You would be capable to counter my spells throwing your extracts at me.
I would be capable to know what extract you are drinking with a spellcraft check.
You wouldn't need a discovery to be able to use them on other people.
Using a extract would generate an AoO unless you make a concentration check and if damaged while using it you would have to make a concentration check not to lose it, instead drinking it generate an AoO but you don't risk to lose the extract effect.

I think that with a few more minutes of thinking I would be capable to find a few more differences, but those seem sufficient.

Andoran

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Lemmy wrote:
Diego Rossi wrote:

No, he was proficient from the start, he acquired a few feats, "just enough" to be better than any of mongol-like nomads at riding and using the bow from horseback.

If we go with the "Batman-class" idea and 6 levels, Conan his a fighter-like class that get from 4 to 6 barbarian barbarian powers every level and from 2 to 4 fighter feats every level, getting improved critical in the whole heavy blades weapon group at level 2 or so.

6th level, seesh.

That's assuming he does have improved critical and all those rage powers, which I highly doubt. Conan may be badass, but he's still a normal human. He's not invulnerable. He still dies if someone puts a bullet to his head, or if a T-Rex's fangs pierce his chest. 10th level characters don't .

Anyway... I will no longer derail this thread.

Let's see:

- crucified and left to die, he get mad enough to tear the nails out of the wood without permanent damage. Normal human?
- unarmored combatant against scores of weapon wielding, armored adversaries, he get out with a few bruises and cuts. And you say he isn't invulnerable?
- only surviving guy in a battle where "4 scores" of people died, then kill 2 giants and is only made unconsciousness by a stroke of lighting?
- kill a demon with a broken enchanted sword?

and so on.

Andoran

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Evil Dave is Evil wrote:
Patrick Harris @ MU wrote:
What if the thread were locked with a message auto-posted that says something like, "This thread is being locked due to inactivity. Anyone with followup questions is encouraged to start a new thread."

That is a very nice suggestion. This would provide an automatic, polite way to encourage the poster to start a new thread. Maybe even provide an automatic set of URL tags that link back to the old argument for background information. Polite and it saves us from zombie threads cluttering up the boards. Anyone with a legitimate question can start a new topic (as they should) and anyone who just wishes to spout off at the OP will have to find something else to do rather than pick at a two year old scab.

Why not, some other reason:

I have found several FAQ threads that hadn't got any reply and whose question was still valid after an year or more of inactivity.
Adding a new FAQ hit and updating the comments is generally better than starting a new thread from scratch.

So, against.

Patrick Harris @ MU wrote:
Mikaze wrote:
Still kills legacy and project threads.
If they've been inactive for a year, why is that a problem?

AP comments, information and so on. Example: the Kingmaker AP. We had a lot of discussion in it. When Ultimate Campaign was published, with its updated rules some of those threads were reopened. But what was said in the earlier posts wasn't made worthless be the rule changes. It still was the same discussion resuming.

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