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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. 7,456 posts. 1 review. 1 list. No wishlists.


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Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I don't know, it seem that the benefit for the grappled creature is too strong. I hope it will get a reply from the Dev team.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Drowblade wrote:
Well my GM will be glad to hear all of this as it supports is side of things. Now the Oracle on the other hand is going to be a bit put out. I wonder if being held together with mortar would make a difference;)

Mortar is a manufactured substance, so most of those spells will not affect it.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Lynceus wrote:
Table variation is extreme, which is problematic to begin with, but especially so in public play. The very first example I encountered of this sort of thing is when I had a character who succumbed to a paralytic venom, and I had Freedom of Movement cast upon me. The GM simply ruled that it couldn't possibly work; he could see the spell stopping Hold Person, as that was magic, and possibly being entangled by ropes, but the idea that it could counteract a poison that was flowing through my veins broke his suspension of disbelief.

I would agree with that GM. Paralitic venom isn't "magic that impede movement" nor "a grapple" nor "being underwater" or any similar effect.

Moving full speed in the snow? Sure.
In a fog? No, that is hampered vision. (Note that solid fog has an additional effect where the solidity of the fog impede your movement)
Moving a full speed while blinded without making an acrobatic check? No
While paralysed by a spell or supernatural ability? Sure
Removing the effect of a venom or of being quadriplegic? No.

The spell don't say that it allow you to move while paralysed, it say that it allow you to move while under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
ryric wrote:
Fall through water - I've seen DMs in prior editions rule this way. I say no, but my reason involves real world physics.

That was for the 1st and 2nd edition of AD&D where the effect was different and only for characters with negative buoyancy (heavy metal armor and plenty of gear).

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
kinevon wrote:
Elves get their trance ability, which I think is 6 hours.

It don't exist in Pathfinder. It is a 3.X rule that wasn't ported over (it is not part of the open content).

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Letric wrote:
Diego Rossi wrote:
Letric wrote:

Pls disregard the cannot deal precision damage on targets with concealment, since I'll be having Shadow Strike to avoid that.

PRD wrote:

Shadow Strike (Combat)

You accurately strike even those you cannot clearly see.

Prerequisite: Base attack bonus +1.

Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Maybe that way it will be noticed

- * -

You need to use a move action to hide as you don't start your round hidden and you don't automatically gain it. Even if you are totally concealed from sight the enemy can get some information about your position by the sound you make.
In every instance, flat footed normally apply only during the surprise round and the first round of combat. After that you can deny a opponent dexterity bonus to AC and sneak attack it, but it is not flat footed (barring special abilities).

Ok, so basically even if I cannot see the enemy and she cannot see me, we are not flat footed nor denied our DEX to AC.

So I should use a move action to hide, win the opposed check, on the same turn I cast the spell, and then on the next turn move and Sneak attack, right?

It is slightly different. You aren't stealthed, but your enemy don't see you. so if you can attack at range (as an example, with the aforementioned goggles) the target AC is denied and you can add your sneak attack damage. But if you move closer where you can see your enemy, if you haven't entered stealth (usually done as part of a move action) you will be immediately spotted. If you have entered stealth the enemy would make an opposed percetpion check against your stealth check result.

- * -

Remember that the fog cause hampered movement, so you can't 5' step in it and that you can't move both before and after attacking, so unless you have spring attack you can't move 5' to attack, make an attack and then move again and enter stealth.
Nor you can use a move equivalent action, as you have already used your standard and move actions.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

It is a doubt I too have had some time. The rules seem to allow it but coming from the 3.X versions of the game it seem strange.

FAQed

Just to add confusion:
you would allow a magus to sue spell combat? It require 2 hands like TWF, but each action in it is performed using 1 hand at a time.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Thanks.
You think that dividing the order in two parts, one with the preorders and one with the available orders will resolve the problem in future?

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I have recently added an order for several books, there is a second copy of the Technology guide and of the Advanced class books and a few thing that are already available, but it seem that there is a problem with the order. When I select "place your order" I return back to the sidecart.

The items in the order:

Pathfinder Campaign Setting: Technology Guide (PFRPG)
Paizo Publishing, LLC Preorder - Expected approximately August 2014. Remove Save for Later $19.99
$ 16.99 $ 16.99

Pathfinder Campaign Setting: Numeria, Land of Fallen Stars (PFRPG) Pathfinder Campaign Setting: Numeria, Land of Fallen Stars (PFRPG)
Paizo Publishing, LLC Remove Save for Later $19.99
$ 16.99 $ 16.99

Pathfinder Campaign Setting: Occult Mysteries (PFRPG) Pathfinder Campaign Setting: Occult Mysteries (PFRPG)
Paizo Publishing, LLC Remove Save for Later $19.99
$ 16.99 $ 16.99

Pathfinder Roleplaying Game: Advanced Class Guide (OGL) Pathfinder Roleplaying Game: Advanced Class Guide (OGL) Hardcover
Paizo Publishing, LLC Preorder - Expected approximately August 2014. Remove Save for Later $39.99
$ 33.99 $ 33.99

Pathfinder Flip-Mat: Basic Pathfinder Flip-Mat: Basic
Paizo Publishing, LLC

- * -

Another thing: I want to get the item set together with my august subscriptions, it is possible to select that option when checking out my order?

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Letric wrote:

Pls disregard the cannot deal precision damage on targets with concealment, since I'll be having Shadow Strike to avoid that.

PRD wrote:

Shadow Strike (Combat)

You accurately strike even those you cannot clearly see.

Prerequisite: Base attack bonus +1.

Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Maybe that way it will be noticed

- * -

You need to use a move action to hide as you don't start your round hidden and you don't automatically gain it. Even if you are totally concealed from sight the enemy can get some information about your position by the sound you make.
In every instance, flat footed normally apply only during the surprise round and the first round of combat. After that you can deny a opponent dexterity bonus to AC and sneak attack it, but it is not flat footed (barring special abilities).

Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

We are speaking of high priced items. My estimate is that 1 gp is worth between 25 and 50 €, 20 to 40 £.
So 500-1.000 £ for a 1st level potion.

While I agree that the price of the magic items should be affected by the demand, in reality we would see very few shop with any of those items on the shelves and only in major cities (remember, the largest city in the Inner Sea has 300.000 inhabitants). They would be all items that are produced when someone order them or at most a shop would have a few of the most common stockpiled for the people that want them.

That would both push up the price (you are ordering it, you can pay for it) and push it down (finally we have a costumer, let's keep it).

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I think that it is a intended limitation.

Compare it with fireball used against a structure: 10d6 for an average of 35 hp of damage, halved to 18 as it is energy damage, then you apply hardness, 8 points for stone.
The wall receive a grand total of 10 hp of damage (and I see good reasons to increase the hardness for brick walls against fire).

Or Meld into Stone
"Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted."

Or Transmute Rock to Mud (5th level)

PRD wrote:


School transmutation [earth]; Level druid 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF (clay and water)
Range medium (100 ft. + 10 ft./level)
Area up to two 10-ft. cubes/level (S)
Duration permanent; see text
Saving Throw see text; Spell Resistance no
This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.
If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted area, or half damage to those who succeed on Reflex saves.

Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.

Transmute rock to mud counters and dispels transmute mud to rock.

Two level above stone shape (one if you are a wizard) and it still don't affect a castle wall.

You need disintegrate, 6th level, to really affect a castle wall.

Or we can consider Wall of stone if you want to create a barrier:

PRD wrote:


Wall of Stone

School conjuration (creation) [earth]; Level cleric 5, druid 6, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF (a small block of granite)
Range medium (100 ft. + 10 ft./level)
Effect stone wall whose area is up to one 5-ft. square/level (S)
Duration instantaneous
Saving Throw see text; Spell Resistance no

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

One to three levels above Stone shape (depending on your class) and it is still strongly limited by the need to merge and being strongly supported by existing stone surfaces.

Stone shape affecting a single stone seem very in line with the power ot the other spells.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Actually Razmir is level 19 without any mythic tier.

You can substitute Arazni if you want, or Geb.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
LazarX wrote:
Artanthos wrote:


Individuals of that level of power tend to be extremely long lived, allowing a disproportionate number to accumulate.

On the other hand they also tend to be targets of people in the same level of power, who in many cases will find ways to kill their targets permanently. That's a heavy limiting factor.

Keep in mind there are ways to cut people off from their mythic abilities.... Severance comes to mind.

Only if they are a big problem for the other guy. If the character want to stay home and control his territory or even slowly expand, he will use minions, not risk himself directly against similarly empowered characters.

It is what Razmir is doing.
The queen of the elves see him as a menace, but she don't attack him directly, nor Razmir barge in Kionin to slay her. A 20th level character in Taldor will hardly care about a 20th level character in Varisia unless they are clashing over something. You fight with your neighbours or with people that has something that interest you, not with a random guy 3.000 km away.

A buffed group of 5-6 level 14 characters can easily kill a unbuffed and not fully equipped 20th level character, so those character will have bases that reduce the risk of scry and fry tactics (not that I think that they work as well as some people claim). No one can keep being fully buffed 24 hours every day forever or want to do it. You want to be able to bathe, take a nap and so on. That mean that higher level characters will go around slaying people only when it is needed, not when they hear that another 20th level character live somewhere. And that is one of the reasons why they are less influential than they power warrant.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Lifat wrote:
According to my reading of the spell, the spell mentions stone in singular form throughout the spell description, so by RAW it would effect a single stone of the cobble road.

Working as intended. That has always been the limitation of that kind of spells (rock to mud is another example).

Lifat wrote:


That said, I think it is very fair to rule that RAI is that it is supposed to effect up to the entire cubic area if the caster wants.

RAI, as I see it, is that is harder to affect thing that have been manufactured for most magic. Without that limitations walls would be extremely easy to breach (what we see in some film notwithstanding, most of the stones used in fortifications are relatively small, the big stones often are simply slab of stone used a outer facing used to make them more impressive [and maybe to make them more resistant to water infiltrations]). In my area castle walls have a lot of bricks in them. They are often made constructing 2 brisk/stone walls a few yards apart and filling the central portion with rubble, lose stones and cement.

That would do wonders against most D&D magic, as the non homogeneous and partially artificial nature of the wall make it resistant to a several spells and some creature powers.
For added protection you can have a spellcaster create a wall of iron as a central layer. That would stop a burrowing earth elemental.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
The Morphling wrote:
BretI wrote:

Close your eyes.

Blinded condition, -2 AC plus you lose your Dex bonus to AC.

I can't think of any reason a GM would argue you can't become blind by closing your eyes.

I can think of twelve, and I've seen them all. Almost all seem to be manufactured from thin air the moment any enemy casts mirror image within 100 ft. of my archer.

It all depend on how you go around doing that.

If you locate the enemy square by sight and then close your eyes till the following turn and attack him that way, most GM will have no problems, you take the good together with the bad.

If you "blink", trying to avoid the defensive penalties of your choice, most GM will put their feet down and say no.

While you attack during your turn, that represent actions spread during the whole turn, so you aren't blind for only a split second if you want to fire your arrows at a target.

Generally speaking, with the high rate of fire of arrows, it is better to attack the guy protected by the mirror images with your eyes open. that way you will destroy one of the images with every attack (almost). That will be beneficial for the whole group.
If you attack with your eyes closed you don't remove images.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Graeme Lewis wrote:

...if my estimates were highballing, and it's only 300m...

Then Assumption 2 yields 286 people -- in the entirety of Golarion -- with Mythic Tiers, and only 286 people in, again, the whole world of 20th level. 20th level/10th tier characters, like the PCs at the end of Wrath of the Righteous? There's a 60% chance that one of those exists, somewhere. If he or she does exist, though, they're the only one at that level of power. Meaning that after WotR takes place, the population of 20th-level/10th-tier characters has at least quintupled, assuming a world population roughly equal to that of the USA.

Assumption 1 but not 2, 20th-levels fare a little better. 572 of 'em. That's still small enough that a party of 4 20th-level PCs would make up a little under 1% of the most powerful people in the world. Who are, in terms of power, the top... one sec while I quick calculate here... 0.0002% of the world.

Generally high level character live longer lives than most people after they retire from adventuring. 20th level characters and mythic characters can be immune from ageing and/or diseases, plus having access to a lot of magical curing.

Even death from old age can be cured, you only need to have a friend cast reincarnate on your remains. With a wish you can even get back your old aspect.
So very high level characters are more common than what is suggested by your numbers.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Touch spell aren't discharged if someone touch you, only if you touch someone/something.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Even
adv.
1.
a. To a greater degree or extent. Used as an intensive with comparative adjectives and adverbs: Looked sick and felt even worse.
b. Indeed; moreover. Used as an intensive: He was depressed, even suicidal. Even a child knows better.
c. Used as an intensive to indicate something that is unexpected: declined even to consider the idea.

"Even" don't necessarily mean "every other thing", it can be a way to intensify the point that ti work even against magic that impede movement, not only against mundane methods to impede movement, something that can be seen as unexpected.

The spell give a generic statement "move and attack normally for the duration of the spell" and then explain how that statement should be applied. It work on the listed effects, at most on something that is very similar to them but not described in the normal rules (like walking in a tar pool). it don't apply to unrelated things like broken legs.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I think the limit isn't "how much sleep you need" but how much work you can do. Catnaps and resting without sleeping can do wonders to extend the time that you can stay awake without fatigue, doing more than 8-10 hours of work (depending on the kind of work and the pace you keep) plus some basic core (setting up camp, eating, light cleaning, etc.) will tire you and require 8 hours of rest to recover.

Your GM can have different opinions.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Cranky Dog wrote:
And just to make things more complicated, this druid also has 1 level dip in monk. At first I thought it was for the Wisdom AC bonus when Wildshaped, but it also grants Improved Unarmed Strike + FoB where every part of the body is a weapon.
SKR wrote:
First of all, unarmed strike can't be *any* body part you want. It's undefined for non-monks, but the monk class specifically calls out "a monk's [unarmed] attacks may be with fist, elbows, knees, and feet," so it's reasonable that non-monks have to follow a similar restriction (otherwise the non-monk has more versatile unarmed strike options, which is silly).

And the rule SKR cited:

PRD wrote:
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Then:

FAQ wrote:
On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster

There are a few other times where that assumption appear. A held charge is not held in a random appendage, it is held in one of the appendages that normally do the act of touching for your race.

So a leopard can held the charge in a paw or even its bite, but not in his tail.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

A thing that I haven't been discussed is what fuel the magic. As we have the mana wastes where the misuse of war magic and potent spells has damaged and depleted the magic resources, making magic unreliable, we can assume that there is some kind of "fuel" for magic energy that is tapped by the magic users, and that that fuel can be depleted, stored in items and slowly replenish naturally.

Mercedes Lackey Valdemar novels see magical energy as something that is produced by living things and that permeate the ambient. Magic users learn to store or directly tap that resource, but it can be depleted. When heavily disturbed it will require a lot of work by powerful magic users or a lot of time before it restore to a normal state.

So, if we accept that assumption, a heavily magic dependent society will deplete its resources and will lose access to its magic. With all the societies with access to very powerful magic that have fallen in the past in Golarion it seem a reasonable theory.

- * -

There was a question earlier about how long a magic item will last. Adventures and books about the setting have plenty of locations with malfunctioning magic items, or magic items whose magic is falling.
Another common trope is the item that has gone dormant and need some ritual or activity to "wake up".
So I would say that magic slowly unravel, how fast depend on how much energy was in the item initially and how much it is used.
A +1 sword is a stable item, the enhancement do very little, so it will last almost forever (probably the physical item will be destroyed before the magic fade). A everburnign torch do something active, but the magic consumption is low. Probably it will last between hundred and thousand of years.
Things like the Sevenarches (sp?) in the River Kingdoms (some kind of gate to the first world) work but are very unstable and affect the surrounding area. They are 7 thousand years old or older.

I would rule that the higher the concentration of magic items is, the faster the local mana suffer from depletion. When that happen active items start to malfunction or stop working. That give a good reason why civilizations that do a heavy use of magic don't last forever and don't dominate the world.

Andoran

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Diego Rossi wrote:
Deadmanwalking wrote:
LazarX wrote:
Graeme Lewis wrote:


3. Golarion's population is 7 billion (lowballing? maybe).

Highballing it actually. The only reason we have billions of people on this planet, are the heavily mechanised agricultural and transport technology which does not exist, and the available magic does not provide the substitute.

I'm thinking of something in the 100-700 million range, tops.

This is an excellent point. I'd peg it at perhaps as much as 1 billion due to magic...but 7 billion is certainly way too high.

We had a thread about that a few years ago, it is here What is the population of Golarion.

My counts say that the inner sea area would have something like 42 million people. One quarter the population of pre black Plague Europe in twice the area.
The estimated Earth population during the XIV century is 360 millions (you can find a link to a table with the estimates further down in that thread). That would give a population of 90 millions humans and demi humans in Golarion if the density in the other regions follow the Inner Sea pattern. About what we had in 500 BC.

If we assume that the Inner Sea area has a relatively low population and there are areas with a higher density we can go up to 200-300 millions, but anything more is hardly credible. (Note: I am speaking of human and demi humans only)

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Deadmanwalking wrote:
LazarX wrote:
Graeme Lewis wrote:


3. Golarion's population is 7 billion (lowballing? maybe).

Highballing it actually. The only reason we have billions of people on this planet, are the heavily mechanised agricultural and transport technology which does not exist, and the available magic does not provide the substitute.

I'm thinking of something in the 100-700 million range, tops.

This is an excellent point. I'd peg it at perhaps as much as 1 billion due to magic...but 7 billion is certainly way too high.

We had a thread about that a few years ago, it is here What is the population of Golarion.

My counts say that the inner sea area would have something like 42 million people. One quarter the population of pre black Plague Europe in twice the area.
The estimated Earth population during the XIV century is 360 millions (you can find a link to a table with the estimates further down in that thread). That would give a population of 90 millions humans and demi humans in Golarion if the density in the other regions follow the Inner Sea pattern. About what we had in 500 BC.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
PRD wrote:
Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack
PRD wrote:


Impale (Ex) A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check

I see a difference in the two texts:

Constrict work when the attacking creature makes a successful grapple check, i.e. it kick in every time the creature make the check and for every check, even the first time it grapple.

Impale to activate require you to make a successful grapple check against a grabbed creature. It is a form of additional damage when you maintain the grapple check and it is added toi the claw damage.
The requirement seem clear: he need to have already grabbed his target when he make the grapple check.

Andoran

1 person marked this as a favorite.
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About the OP post.
Until the advent of mechanization 90% of the population was working in agriculture to raise enough food for the population. Beside plant growth I don't see anything that directly impact cultivation. Create water can help a bit, but the quantity produce isn't so great (as someone pointed out in another thread a single 1st level caster will produce less water than a wind powered pump. Sure, you can produce it even in a area where there isn't a water table accessible for the pump, but you need a large number of casters to produce the water needed for a single village.

an animated plow that do the same work of a team of ox will cost 2.000 gp (small animated object).
Actually it will do less than the oxes. With the oxes you can use them to pull a wagon after you have finished plowing, the animated plow will do only a single work.

Maybe you could commission a large animated object in the form of a cart to do all the work of a farm tractor. 12.500 gp. My rough estimate is 1 gp = 25 €. That is 312.500 €. Very few people can afford that. And to build the construct you need a 5th level wizard (Craft wondrous item at level 3, craft weapon and armor at level 5, 5th level bonus feat for craft construct).

Then there is the problem that you raise your character level very slowly or the hard way, earning XP. So to get a 5th level wizard without adventuring we need to have him train for a lot of years. Probably he would be a 40+ years old guy in a age where most people will die of disease before becoming so old.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Belazoar wrote:

I would say, to the OP, no. Magic population is primarily based on the designers intent.

You could IMO easily justify a wider-spread use of cantrips anyway. One elder could teach generations of children through young adults enough basics of magic to have people coming of age with the ability to use the lowest level of magic, though, culturally, you have to look at a small number of spells that a community would teach everyone. Even then, id say a minority of people would have the ability and dedication to learn, depending on social pressure.

I have a world (non-golarion) where the population comes of age into a pc class and racial pressure to pursue a craft. After they "prove" themselves they don't have to pursue class levels but do to the hostile nature of the world they live in most have to fight for collective survival on multiple occasions.

Golarion just wasn't set up that way.

Tat require a trait that give you a cantrip with a fixed CL of 1 or taking a caster class.

Taking a caster class often mean a bad fortitude save. The main killer in a society without modern medicine is disease. That +0 instead of a +2 can be a killer (and NPC with the commoner class will be decimated by diseases).

thejeff wrote:
Odraude wrote:
Poldaran wrote:
thejeff wrote:
Flight still renders castles pretty stupid.
Not necessarily. Enough guards and the occasional flying monster is perhaps a minor problem, but the castle is still relatively useful against opposing armies.
Not to mention that guards on the battlements can still shoot things that fly with arrows.

Just like guards without walls can. Until something blows the walls up, or knocks them down or turns them into flesh.

In the real world, we pretty much gave up on the walled towns once cannon got good enough. Long before anyone had airsupport.

There are plenty of ways to take walls down in PF.

The wall adapted but the did stay. No more high e relatively thin walls, we moved to lower but wider fortifications: bastions, ravelins and so on.

Fortified cities were build till the XIX century, then they fell into disuse, not because they don't work, but because encircling a city with a wall with few entrances is economically counter-productive in the modern age.

Fortifications are still in use even today, at a time in which we do war with machines that can move the front by hundred of miles in a day.

In D&D the situation is very similar. The medieval castle/walled city with walls less than 10' thick is weak, a XV century fortification with large open spaces in front and behind the walls, a width of 30' or more and made of fired bricks and packed earth is way harder to destroy.

Note that a castle wall isn't made by a single block of stone too. so rock to mud will do very little damage, as it will turn a single stone to mud, not the whole wall. Passwall will do a very narrow hole and it will require a high level caster to bypass a bastion. Disintegrate make a big hole but we are speaking of 6th level spell here, and casting it expose the wizard to counter fire.
Having 40 crosbowmen (or slingers, as bullets aren't stopped by a wind wall) ready to fire as soon as a suspected wizard poke his nose out of cover force the wizard to burn spells for defence and, if not invisible before casting, he will still incur in the risk of losing the spell to a failed concentration check.
Well placed fire from scatter weapons will keep most wizards at bay in a battlefield. Or you can have a lower level wizard with a ready fireball (acidball, lithingball etc. to force the enemy to protect against all kinds of elemental damage) fire it as soon as the suspected mage start casting. AoE almost assure a concentration check on the part of the target.

Andoran

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To hit a invisible creature or one with total concealment you attack the square, not the creature.

Andoran

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Claxon wrote:
Gilfalas wrote:

Do not kill them. Capture them and imprison them in the best way you can. They cannot be brought back from death if they are not dead.

Trap the Soul into a gem. Put the gem into a box that his the most powerful non detection magic on it you can get. Put the box inside a block of lead and then have that sunk into bedrock by an earth elemental in a location that the elemental chooses so you do not know where it is.

If you can manage to somehow get a mind blank like effect on the container and it's contents even better.

Even better. Create a temporary plane with create demiplane lesser. Then create another demiplane with create greater demiplane and permanency. Then cast greater again and change the permanent demiplane to a dead magic zone area creating a portal to your temporary plane. Stow the crystal in the dead magic plane, leave through the portal. When the temporary plane expires, the only way of entering or leaving your dead magic plane ceases to be. You have now trapped whomever you want, in a plane with no way to access it.

*You should probably cast the temporary plane just before you make the add the portal and dead magic quality to the permanent plane. But the point is still the same.

A wandering astral or ethereal (depending on where it was created) creature can find the demiplane and enter it. There was a discussion about that a few days ago, they aren't as sure as it seem.

Andoran

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Once per round mean that, so it affect a single attack. You can chose what attack if you have multiple off hand attacks.

Andoran

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Claxon wrote:

Killing people is actually pretty ineffective for keeping them gone most of the time, as you've noticed.

This is why you use spells like Trap the Soul or the Helm of Opposite Alignment.

Trap the Soul locks their soul into a gem if used successfully. Combined with beguiling gift (heightened) you don't risk destroying the soul trap when using the trigger object method.

Helm of Opposite alignment turns you antithetical enemy into your ally., at least potentially. At the very least, they'll no longer be interested in whatever they had been doing as their personality is no completed inverted.

Alignment, not personality.

He was a CE individual that loved his son and like to play with puppies? Now he is a LG individual that love his son and like to play with puppies.
He was a LG guy that hated your guts? He is now a CE individual that hate your guts.
He will regret his old actions, if he hated you because you were a sadistic torturer he will probably change his opinion of you fairly fast, but if he hated you because you killed his betrothed he probably will go on hating you because you killed his betrothed.

Andoran

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bugleyman wrote:

This came up at a PFS table I was GMing several weeks back. According to the PRD (and my sixth printing corebook):

PRD wrote:
"Ranged Attacks: With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight."

(emphasis mine)

Surely this should read line of effect, rather than line of sight? Otherwise this implies that shooting a target in darkness or concealment isn't possible.

Obviously in a home game, I just rule this as line of effect and move on, but it would be nice to have the wording changed for PFS purposes.

There is some logic here. I don't know if it is the intended logic and how well it work in game.

If we are shooting at someone invisible or in complete darkness we shoot at the square. If the target is invisible it work perfectly, but how can we go around shooting a square in complete darkness if we can't even see the square?
"I shoot at square X that is 3 squares away and 2 on the left" ....
That is a metagaming construct, one that we usually use because we see on the gaming grid where the enemies are.

On the other hand if we remove that construct we need a alternate mechanic to try what is done in reality, attacking a area in the hope of getting a lucky hit.
If I hear the noise of people moving toward me in a 5' corridor I can fire my bow toward the noise and have a decent chance of hitting someone (or the walls/ceiling/floor if I aim badly), so we need some mechanic to do that.
I think that aiming at a square, even if we don't see it, work reasonably well. I don't see an alternate mechanic that is both simple and work reasonably well.

Andoran

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Zark wrote:

More races than humans get the fc bonus.

Human, half elf half orc, so 3 out of 7 basic races. 42% of the basic races. If someone is playing "maximize my character" with this kind of masterpiece he will do it completely, I think, taking the races that pay less for it.

Andoran

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Zark wrote:

It comes from a splat book, so I'm not surplice it's badly write and unbalanced.

An ability that is easy to abuse if you got an experienced player, but pretty useless in battle.

Edit
Sad really that the few good Bard stuff out there are mostly found in non core products.

My problem is that I don't see any correlation between the first part of the effect and the second.

If it was "Effect: By gracefully weaving your body through subtle forms and postures you enter tune in with the great bard of the past and present, temporarily learning snippets of their knowledge. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check." it would have been way more acceptable. I would still have some problem with the link bluff <-> intelligence based skill, but it would be better.

The other problem of this masterpiece is that you trade away a class feature for something and then you get it back for a single point of your favored class bonus at level 7+ (as soon as you can buy an extra second level spell with the preferred class bonus) and a occasional expenditure of a round of your bard performance.
I doubt that the archetype ability that the bard has received trading away Bardic Knowledge is worth only 1 point of the favored class bonus).

Andoran

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wraithstrike wrote:

The rules don't say you can only attack from within 30 feet. They say ranged attacks have a limit of 30 feet. It is not a ranged attack the limit does not apply.

Yes there is a difference.

Lets say you have some gargantuan creature with sneak attack,and it has a reach weapon. It will be more than 30 feet away so it could not sneak attack if the limit was 30 feet.

A ranged attack is very specific in pathfinder, and unless the spell in question is actually a ranged attack the limit does not apply. I am not saying it makes sense, but that is the rule.

Valid point, but then we have a very strange consequence:

Scorching Ray is a ranged attack and a arcane trickster can add the sneak attack damage only within 30'.

Fireball or magic missiles aren't ranged attacks, so he can deal sneak damage attack at any range.

Andoran

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It don't say that you can make untrained skills checks as trained, so you can't.

Honestly it is a very badly thought ability. You lie so well that the whole universe decide to change to make your lies true? No thanks.

PRD wrote:

Pageant of the Peacock (Act, Dance)

Your elegant movements cause you to seem to be more than you are.

Prerequisite(s): Perform (act) or Perform (dance) 4 ranks.

Cost: Feat or 2nd-level spell known.

Effect: By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check.

The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen).

Use: 1 bardic performance round per 10 minutes of the effect's duration.

Activation: 1 standard action.

Reading the first part of the effect it seem logic to apply it to charisma based skills as "you can convince others of your breeding, eloquence, and refinement", then it go on and say that convincing others of your "breeding, eloquence, and refinement" give you a bonus to your intelligence based checks, i.e. craft checks, knowledge checks, linguistic, appraise and spellcraft. Like any of those cared about your breeding, eloquence or refinement (with the possible exception of linguistic when trying to use it to communicate in a language that you don't know).

Incomprehensible.

Andoran

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1) you need to use a spell that deal hp of damage, as sneak attack deal hp of damage and it is the same kind of damage of the attack. I.e. if you are using a piercing weapon it is piercing, if you are using scorching ray it is fire.
If you are using touch of fatigue, fatigue hp of damage don't exist and you don't add anything.

2) "Arcane trickster, Core page 378 provides: At 10th level an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat footed."
I don't see any comment here about changing the range at which you can apply sneak attack. It say that you can add it to any spell that deal hp of damage instead of only spells that require an attack roll, but it don't say anywhere that the range at which you can apply it is increased, so that is not changed.

Andoran

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I suppose you have priced it on the basis of the Estimating Magic Item Gold Piece Values table.
That is the last resort. You must first compare the item to existing items.

PRD wrote:


Pricing New Items

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

A cloak that give you form of the dragon I is better than the Wings of the Gargoyle (72.000 gp) or the Cloak of the Bat (26.000 gp). You should price it on the basis of those items or other items that allow transformations and give comparable powers.

Andoran

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Summoned =/= gated

AFAIK: if they have been summoned in a way that will lower the enemy resources during the following encounters it will count against the summoner XP and it will not give separate XP.
In Pathfinder created undead don't count against the creator XP unless they ave drained resources available to it today.

Gate is peculiar as it can bring in something greater than the effect of a similar spell.

I think there is a SKR or Bullman comment about that, I will serach for it later, after today playing sesion.

Andoran

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Gated monster don't necessarily come from a class ability, it can be a magic item or even a feature of the location. Don't have a duration, can't be dispelled, can teleport and summon, etc. etc.
AFAIK gated creature are counted separately (with a possible XP adjustment to the encounter, depending on the situation). You have a reference saying something different?

A candle of invocation cost 8.400 gp and can be appropriate equipment for a 8th level PC or a 10th level NPC. Searching for the name of a specific Glabrezu or Marilith will cost some thousand gp. Lit the candle, speak the name and flee while the demon "explain" to the 8th level party the errors of their way of life.

And if they survive that encounter isn't worth XP.

From the OP post:
"knowing that because of who's in the party the demon would ignore it and attack the party either way. The demon was called "Galundari, the Scourge of Heaven."
So (from what I get) it was a demon with a great enmity against asimar and/or paladins and the group contained some of them.

Andoran

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Cloak of Form of the Dragon I

Form of the Dragon I wrote:


You become a Medium chromatic or metallic dragon. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.

Compare with:

PRD wrote:


Wings of the Gargoyle

Price 72,000 gp; Aura moderate transmutation; CL 7th; Weight 3 lbs.

These cloth shoulder straps have many pebbles stitched into them. The wearer of the straps can command them to unfurl a pair of wings made from a hard gray stone. These wings grant her a fly speed of 60 feet and average maneuverability. When these wings are present her skin also takes on a noticeable stone-like appearance and she gains DR 10/adamantine. The wearer can furl and unfurl these wings as a swift action. The wings can be used for up to 5 minutes each day. The duration need not be continuous, but it must be used in 1-minute increments.

Construction Requirements

Cost 36,000 gp

Craft Wondrous Item, fly, stoneskin

You don't get the DR but you get several powerful effects.

A item like that would have a price in over 100.000 gp.

Andoran

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Wrath wrote:

Usually, I'm a stalwart defender of everything paizo and there designs. This time I have to agree that the summoner is somewhat unfair to other players.

I'm playing one at the moment. Brought him in to replace my fighter who actually managed to get killed by a fantasmal killer. Turns out low rolls will beat good defences every time.

Any way, I took a stock standard summoner and used hero labs to build him and his eidolon to make sure everything was legal.

I've noticed that my eidolon has effectively become the tank. It's easier to damage, doesn't have the same AC nor the damage reduction my fighter had, but it is easier to fix and replace without relying on other players to do it.

Instead of spending feats to get what I wanted for the eidolon, I spent evolution points. He does obscene damage, far outpacing my fighter ( who was built to tank rather than damage). What's more, I can change the way it's built every time I level up. You can't do that with feats.

I find that the eidolon is far more the character than the summoner itself. It's on only the fact that insure I roleplay the hell out of my summoner that he gets the attention, because in combat situations it's all beast. ( which is the name of my eidolon).

Summoner also has d8 hit die, good armour if necessary and a spell list built mostly for buffing and combat control. It's a powerful caster in its own right and is great as a tag along for any party to make them stronger.

This is the first class I've playerd where I'm actively playing down my power for other players to get some time in the sunlight. Even the dreaded wizard that everyone espouses about on these boards isn't an issue in our games because were all experienced with them and what weaknesses they have so they can be controlled without the need of the player toning things down.

My feeling, without over analysing it all, is that the summoner class got a little too many pluses and not enough negatives to balance it. It's quite good as a class to replace a tank if...

A the player that played a summoner for 10 levels in my group pointed out, he has the spell to change/add to his eidolon evolutions even during an adventure.

Plenty of negative channelling clerics or undead doing negative energy damage? Take undead appearance for a while, it cost only 2 evolution points.
The eidolon evolutions are full of solutions like that for things with which the other characters will have to deal the hard way.

The summoner is great if you have a undersized party and need a way to shore it up but in a normal group it hog the spotlight a lot.

Andoran

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Pricing it is very hard. Probably the player is trying to circumvent the need to pay for each component effect, but that is exactly the way to go, with the added cost os it being a single item with multiple effects.

For simplicity sake, lets say that the template he want would grant a constant +4 to constitution and strength. It would be priced as a Belt of Physical Might +4, 40.000 gp.

A version that give that effect for 3 minutes would be priced as a item with similar powers or using the guidelines in the magic item creation chapter.
As I don't recall anything with that kind of effect, here is a tentative pricing:

Command word version
Bull strength, spell level 2 caster level 3 = 2*3*1.800= 10.800
Bear endurance, spell level 2 caster level 3, x 1.5 for sharing the same slot of the other spell = 2*3*1.800*1.5= 16.200

Total 27.000

Edit: for 5 uses/day

And that is even a generous pricing, as the two spells are activated at the same time, so it could be reasonable to say that one of the two count as a quickened spell.

- * -

Starglim solution is another good way to do this. You can find some example of item granting the effect of one of the different Beast shape spell, with a transformation in a specific form only, if you search the magic items lists.

Andoran

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Jeff Merola wrote:
doc the grey wrote:
Majuba wrote:
The only real difference when unconscious is that you are automatically considered a "Willing Target" - that has zero effect on whether you make a saving throw or not. Consider it your unconscious mind reacting to the magic. You do have a -5 dex bonus to reflex saves though.
Really? So does that mean that you would auto fail any spell cast on you? Like if I say ran up to an unconscious target and dropped the poison spell or a charm they wouldn't get a save?
No. "Willing target" means you automatically accept any harmless spell, not any spell in general.

Not even that. The right reply is what Jeraa wrote.

Jeraa wrote:


No. They still get a save. Being a willing target just means certain spells can target you. Teleport, for example, only works on willing targets.

Andoran

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A gated creature has its full range of powers, without limitations and has way less weakness than a summoned creature (primarily, hit can't be dispelled), so normally it is worth full XP.

Andoran

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Covent wrote:

I am sorry, but I strenuously object to this. "Logic" or "Realism" dictating rules for a game leads to horrible game balance.

If we used logic we would say "Hey Mr. 20th level with a trait for swim, a feat for swim, 32 Strength, max swim ranks and Swim as a class skill! You are wearing full-plate carrying 200 pounds of gear and holding a shield. NO SWIM FOR YOU!"

Why?

Because "Realism lol" or "It's logical lol".

In any game where people are capable of falling from orbit and walking it off, or taking magma walkies logic and realism have left the building.

Now internal consistency and balance, those are important, but D&D is not and has never really been a simulator game, so the argument should never be "Well in the real world" or "Well this is how it works in my real world experience".

This is of course my opinion, but I believe "Logic" and "Realism" are what got us the Rogue.

actually, realism has show that it is possible to do it. There area few video in internet of that:

In Japanese armor
plate armor
And those are normal men, not 20th level characters.

Andoran

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wraithstrike wrote:
Spells that allow multiple saves are not nearly as common as those that give only one save, so likely this question was not thought of or it would have been answered in the feat itself. I would FAQ it.

Put a link here if you do that. Writing a good FAQ for that isn't easy and I would like to click on it.

Andoran

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Insain Dragoon wrote:

I know that in 3.5 Flyby attack was character legal and I can't find anything by Paizo staff saying whether it's legal or illegal.

If it is illegal then that just means playing an Aasimar, dragon blooded sorc, or any race that gives natural flight just got important for these spellcasters.

It is character legal if you meet the prerequisite, as all other feats.

Meeting the prerequisites isn't so easy with standard races. The argument that was made was worded as every Tom, Fred and Harry could get fly by attack.

Andoran

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Torbyne wrote:
You could spell combat on round one, miss with your spell attack and have a charge ready on round two then you could spell strike your held charge on round two with a two handed grip. But you could not spell combat in round two after that swing.

You can:

1) declare spell combat
2) make all the attacks allowed by your combat routine, your held charge(s) will discharge with the successful attacks using only 1 hand;
3) if you wish, cast your spell. doing that will discharge all the remaining held charges.

As you say, if you use a 2 handed grip you can't use spell combat.

Andoran

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I hope that Pathfinder Unchained will resolve some of these issues, the book will contain optional rules, but at least it will give a better idea of what is the RAI of some rule.

@Torbyne read my edit.

I still think that trading IUS for natural attacks is not RAW but apparently SKR feel differently and he was the rule guy when he wrote that.

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