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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. 7,510 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
James Jacobs wrote:
Nargemn wrote:
I've heard from... somewhere that you're not actually a great fan of dwarves, though I couldn't quote a source to you (count it as a rumor). Is there any truth to this? If so, why?

I'm not a big fan of dwarves, no. Of course, that means the internet thinks I hate dwarves. Not true. I just don't really like them. They feel a bit too cliched and boring to me, but in a weird way, doing things non-dwarf with them seems wrong. I just can't really get that interested in them. Maybe it's the fact that I prefer chaotic aligned things, or I prefer things without all that hair, or I prefer thigns that are more graceful and less squat... but it's also a lot to do with how they're portrayed. Loud boisterous drinkers kind of annoy me in real life, and dwarves do the same, I guess.

Shrug.

The Dragon Age dwarves are awesome though. That's more my kind of dwarf.

They are a leaning a bit toward LE. When you speak with the crippled female thief and she tell his tale I feel a strong impulse to search for the guard and be very medieval on him. Or heal the thief if I had the power and that was possible in a computer game.

But they are interesting and some of the better characters in that game are dwarves.

Andoran

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

I think that the implied question is: "The human get his dexterity bonus to AC?"

I would say that he get it. He see the drow making the attack, so he is aware of it.

Andoran

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

Non è un problema, ci siamo passati tutti. ;-)

Andoran

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

Half Italian and half English ;P

Fist thing, this kind of question is better for the advice section.

CR calculation is always an opinion, so any reply is questionable.

- * -

I can't find a "Blood champion" in the Bestiary or D20PFSRD, so I will check the creature against the rules for monster creation.

HP 146 = CR 11
AC 32 = CR 17
Attack +22/+17 = CR 13
Damage 40+40 = CR 11

the finger of death is only on a critical?

saves +10, +5, +7 = CR 7

Undead and some extra resistance. +1 CR ?

Underequipped, its gear is equivalent to that of a 8th level NPC.

I would place it at CR 11/12.

- * -

Probably the base creature is a CR 6 or 7 undead, plus 4 warrior levels, and your GM used that to evaluate the creature CR.

A perfectly legitimate way to do that.

Andoran

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

It is the cost of special inks, probably some of them with with costly colors and metal based.
The fluff I use is that part of the spell you are scribing is a diagram that is used to memorize it and that is needed to prepare the spell, that diagram should be made by special materials, like gold foil and other stuff. A spellbook is a [url=https://en.wikipedia.org/wiki/Initial]illuminated manuscript

where the images are needed to prepare the spells.

A scroll of a spell has a more advanced version of that diagram, one that contain the energy to activate it.

In the right conditions you can steal the special inks and quills from a shop or another spellcaster. Ask your GM about that.
Another way to get that stuffis capturing enemy spellbooks, but you can't use them until you comprehend and copy the spells.

Yes, I use those rules both as a GM and as a player, they are one of the limiters of a wizard power. I am playing in a fast paced campaign and some my 9th level magus WBL is locked in several captured spellbooks (worth more than 10.000 gp). As we are constantly adventuring I can't spend more than 2 hours/day learning new spells or copying them. I will have to spend more than 20 days to copy the spell I can use from those spellbooks.

Andoran

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


But, to me, stating that a Fire Elemental can't choose to set a piece of paper on fire is totally absurd and passes what I think a reasonable GM could reasonably disallow.

I think both side agree that it can do that, if it attack the paper.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Marcus Robert Hosler wrote:
Wheldrake wrote:
Being inside a water elemental in some way could expose you to drowning

Can someone enter a water elemental?

Hmmm, I'm going to say no. Doesn't seem to be enough rules to support the various interactions that would cause.

Some elemental creature from the plane of water had the shallow whole ability and you risked drowning when shallowed, but I think they are all from older editions and none has been ported over in Pathfinder. Maybe there is some of them in the Tome of Horrors.

Andoran

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

I have thought a way to limit this feat so that it is interesting for NPC and very specific PC, will keep and increase his theme and will still make it very strong in the appropriate circumstances:

Add to:
Benefits
This feat can be activated only in a building constructed following the geomancy rules and perfectly know by the feat user as the user need to know the perfect position in which he should be to cast each spell in relation with the building structure and the time and date.

To design a building that follow the geomancy rules the architect need to make a Knowledge (engineering) check with a DC of 15 for a building that could fit in a 30'x 30'x 30' cube. Doubling the cube size (to 60'x60'x60') would increase the DC by 5, doubling it again (to 120'x 120'x 120) would increase the DC by another 5 points. That progression can be extended indefinitely, as long as you can make the check. If the check is failed by 5+ the architect isn't aware that he has failed to properly calculate the dimensions and positions of all the elements in the structure.

If the architect failed the check or he is reshaping an already existing building roll a d20 after he has completed his project.
With a result of 1-10 the building is too misaligned and it is not possible to use the Sacred geometry feat in it. The defect can't be corrected.
11-15 the Sacred geometry feat can be used, but the caster must add 4 levels to the modified level of the spell when you try to use it.
16-19 the Sacred geometry feat can be used, but the caster must add 2 levels to the modified level of the spell when you try to use it.
20 the Sacred geometry feat can be used, but the caster must add 1 level to the modified level of the spell when you try to use it.

If the user of the Sacred geometry take over an already existing building shaped to benefit from this feat he need know every location in it (he need to know the location and layout of every secret rooms, closet and so on) and spend 1 month drawing a detailed plan of it. Then he need to make a Knowledge (engineering) check with a DC 5 point lower than the DC needed to make the initial project of the building. If he is successful he can use the feat in the building, if he fail he need to repeat the procedure.

Owning a complete set of correct maps for the building will reduce the DC of the check by another 5 points and halve the time needed to make the check.

Major modification to the building will require a Knowledge architecture check with a DC equal to the starting DC to avoid problems. If the check fail the consequences are the same depicted above (the d20 roll), but the result of 1-10 can be corrected rebuilding the modified part as it was originally.

Simple holes in the walls, like those done by disintegrate aren't enough to make a building unfit for the feat, major structural damage (like from earthquake, massive damage by multiple siege engines and so on) is enough.

- * -

To speed up play using the feat would require a Knowledge (engineering) check with a DC of 15 + twice the modified spell level instead of the convolute official system. A die roll of 1 would be an automatic failure.

- * -

That way it is a very interesting ability for a mummified Pharaoh in his pyramid or a wizard in his tower, way less interesting for the typical adventuring spellcaster.

What do you think?

Andoran

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

Taenia, was just looking at animal companions and they aren't actually list as any type. It does state "They remain creatures of the animal type for purposes of determining which spells can affect them." I'm assuming that means they're Magical Creatures as "no creature with an Intelligence score of 3 or higher can be an animal." Plus it seems redundant to state they're Animals for purposes of spell casting if they were still actually animals. Sorry if this isn't seen as relevant, I just found it interesting that they would be one type of creature but count as another for spell effects...

Again, I could have sworn the Polymorph description used to say flat out that you don't change type, and that now being omitted (if it was in fact there) is what made me re-question this (that and not having any more details on how physically becoming an animal is different than animal type). Reading the posts associated with Concerro's quote would probably help too.

Apologies if I am remembering incorrectly on the polymorph description, just looking for rules/FAQ's to help clear this up.

Thanks again!

Animal companions aren't magical creatures. They don't start with intelligence 3, you will have to raise the characteristic to 3 when they increase in HD.

"They remain creatures of the animal type for purposes of determining which spells can affect them." is a way to differentiate them from familiars, that become magical beasts.

PRD wrote:


The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

It repeat animals a few times.

Andoran

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

Concerro, can you link what posting that comment is from?

I understand Polymorph spells only do what's listed and that it's not listed that your type changes, however, it does say "A polymorph spell transforms your physical body to take on the shape of another creature." So all it says is that you physically are something else. Plus, it says the polymorpher, to some extent anyway, loses their original form ("you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision"). This leads me to believe there is a grey area here of what you are.

So if you physically become an animal (per the Polymorph description), why wouldn't a spell that targets "one animal" work on you?

PRD wrote:
Polymorph: A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature.

So:

- you take the shape of another creature.
- it don't grant all of the abilities of the creature. Its type is one of the abilities of the creature.

Andoran

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Scavion wrote:
sunshadow21 wrote:
and consider any unprotected spell components (or anything else similar in nature, really) being worn by pretty much any elemental unusable.

This whole dumb argument sprang up around this phrase which has absolutely no basis in the rules. Components are not rendered useless by being wet.

And just so we're touching all our bases.

Spell Component Pouch wrote:
Most spell component pouches are waterproof and can be strung onto a belt or bandolier.
So there we have it. Doesn't matter either way. Elementals can wear armor and other gear. It isn't destroyed by them wearing it since they don't deal damage or otherwise to objects they touch.

Actually that was my argument (for water and fire elemental only). For fire elemental that is very clear. They deal burn damage to things that touch them, from 1d4 for a smell one, to 2d10 for a large one. The spell component pouch and the stuff it draw for it will suffer that damage, and they wouldn't survive it. The pouch has a couple hp (unless it si made of special materials), most components not even 1 hp. The live spider for spider climb? It is not alive anymore. The mistletoe a druid use as a focus? Oops, charcoal.

Water elemental are a bit different. I think that they made things wet (not soaked). some item will have problems. The spider or the mistletoe? No. Some powder, paper and similar stuff? Yes.
The pouch is waterproofed, but when you draw the items to use them they can be damaged.

- * -

PRD wrote:


Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

So the water elemental suffer some drawback for being out of the water.

In earlier version they were unable to move more than a few hundreds of feet from a body of water. The range was HD dependent.
Those little things in the creatures description, with some indication on their ecology and how they worked is something I miss in the modern bestiaries. Removing them allow Paizo to use a single page for a monster description, a thing that make easier to print them from the PDF, but it remove some cool information about the way to handle the creatures.

PRD wrote:


This translucent creature's shape shifts between a spinning column of water and a crashing wave.

"crashing wave". It seem that the water elemental is constantly falling to the ground and reforming. It has no in game effect, but saying that if it is out of the water it leave the ground wet seem reasonable.

For me it is is the same thing we do when walking, we leave footprint. It will be not enough to damage the elemental unless it stay away from the water for a long period, but enough to be noticeable

Andoran

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

James, what do you think of the Sacred geometry feat?

While the idea behind it seem interesting the implementation is extremely powerful and time consuming at the table. Not a good combination.

Not every rule is good for every table. I'm not interested in saying which ones any one table should or shouldn't use; that's something groups need to decide for themselves.

Personally, I think the feat's super complicated but has a lot of cool flavor, and that, to me, means it's better used by a big bad guy or exotic NPC rather than by a PC.

For math fans it's probably more interesting. I'm a word fan, not a math fan. I prefer roleplaying and character building feats.

More or less my opinion too. The flavor is awesome, the in game effect can be very problematic.

Andoran

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

James, what do you think of the Sacred geometry feat?

While the idea behind it seem interesting the implementation is extremely powerful and time consuming at the table. Not a good combination.

Andoran

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


Your post in this thread gave the impression that you meant something done after the hex was published, but the exception is part of the hex from the start.
Sometimes when rules are made the devs don't think of certain things so when an FAQ is requested they make a decision on it. That is what happened here. Other SU's will say how they work with relation to sound if they rely on sound. The cackle ability made no mention of it before the FAQ so it was an add-on, not an original feature of the ability.

Cackle madly?

Andoran

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wraithstrike wrote:
Werebat wrote:

Can horses climb trees in Pathfinder?

If my PF character is carrying his maximum load in ice, and then enters a lake, does the ice make him sink to the bottom of the lake so he can walk around?

I know both of the RAW answers.

RAW they can but no expect for a GM to allow it. That is why I mentioned RAI earlier, and not RAW.

I should bring this up next time someone says they play by 100% RAW.. :)

PRD wrote:
You need both hands free to climb,

Horses can't climb. And bighorns can't, too ;-)

Andoran

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Timothy Hanson wrote:
Mavael wrote:

>Then again, if it didn't give you the metamagic feats, people would be shouting it's a pathetic feat... lol.

No, it would still be insane. You can quicken every 5 level and below spell every turn basically doubling your spell output for the cost of a few engineering skill ranks.

If this feat read

"attach quicken to a spell (if you have it), do some math with engineering, if you succeed you cast the spell for it's original spell rank" it would still be incredibly powerful.

Quickening only lets you use the spell as a standard action instead of a quick action with the feat. So it would be a waste of your time. You can not use quickening and another metafeat on any spells above 4th, so 5th level spells on are going to take a full round action to cast and have the possibility of not even doing what you intend them to do. You also need to sink ranks into Engineering.

Most of the time you are casting as a full round action, which is a HUGE drawback as if you take any damage you could easily fail to cast at all, and in addition to that you are not guaranteed to even get the metamagic you want.

Timothy Hanson wrote:
CWheezy wrote:
pauljathome wrote:

I expect Mike to be reasonable and to disallow this for PFS. Otherwise. I think that the number of people making "Not at my table" rulings will become legion. It is absurdly overpowered and is absolutely going to drag down the game.

Or maybe I'd just go Passive Aggressive. Give the person a reasonable amount of time (5 seconds sounds about right) then put the character on delay. And make sure that the person has the book, of course.

I'm more concerned about the power level, though. Free metamagic feats for wizards is just what they do NOT need.

being a huge a+@&%%~ because you don't like something is not how pfs works btw

Most of the time it will be a full round action, so they could have the time it takes to get back to their turn to figure out if it works or not, which if they do it by then great, if not then oh well.

I would also let other players help them figure it out, so hopefully the fighter is a mathwiz in real life. If it becomes an issue just have them roll early.

Full round action =/= from 1 round action.

You start and end your spell during your round, so there is no extra risk of it being interrupted.

Andoran

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

I at first thought this was very elaborate trolling, but after some google use I have the following to say.

My apologies to the original poster for thinking you were a troll, you are not.

I have very very few things on my banned list but Sacred geometry and arithmancy are being added.

Too much table slow down for both and for sacred geometry way too powerful.

*Sigh* I know it is a splat rather than a core line book, but these feats seem to me to be complete jokes and phoned in.

I am a big Paizo fan, but honestly wow, this is just bad.

It is my opinion that printing things like this makes Paizo and Pathfinder look bad. This should never have seen print. I understand wanting unique mechanics and "Fun" feats, but the slowdown and power up is ridiculous.

It does mean I am not inclined to ever buy this book.

Diego Rossi wrote:

Let's chose a target of 11, seem a hard one:

start 14.26.13

4, 1, 3, 5, 4, 5, 2, 3, 4, 4, 3, 1, 3, 5, 2, 5, 1, 1, 5, 2

(4+5+4+3+5+5)/(4+5+4+3+5+2+3)=1 +( 1 + 2 + 1 + 3 + 2)= 11 / 1 - 11

14.29.28

3 minutes and something, beside the time spent deciding what spell I want tot cast, against whom , with what metamagic and so on.

Faster than I had thought.

Diego just using this as an example, not trying to bash you in any way.

If we assume between 3-4 minutes per spell that means between 6-8 minutes added per turn just by one feat, and that is not even considering things like arguments about magical lineage, spell perfection or any other effect that modifies metamagic.

Then add Arithmancy, and you are probably talking adding between 10-15 minutes per turn to a caster.

Just, NO.

Now the above is all my opinion, some people may not mind the extra time or the Wizard > (Wizard + Sacred Geometry + Arithmancy) effect, so please take it all with that in mind.

No offense taken. I am not endorsing the feat, I was testing the difficulty of generating a target number.

I think that this feat is broke, bit from a power level prospective and a time spent at the table prospective.

Andoran

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

Let's chose a target of 11, seem a hard one:

start 14.26.13

4, 1, 3, 5, 4, 5, 2, 3, 4, 4, 3, 1, 3, 5, 2, 5, 1, 1, 5, 2

(4+5+4+3+5+5)/(4+5+4+3+5+2+3)=1 +( 1 + 2 + 1 + 3 + 2)= 11 / 1 - 11

14.29.28

3 minutes and something, beside the time spent deciding what spell I want tot cast, against whom , with what metamagic and so on.

Faster than I had thought.

Andoran

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

So, currently I think this is the most poorly balanced Feat ever to be released by Paizo. I mean, I know casters get all the wonderful toys, but do they have to be THIS wonderful?

Lets' break down what the Feat does:

1.) Gives you 2 free Metamagic Feats for free. So it's 3 Feats in one.

2.) Allows you to apply either (or both) of these to a spell, for free.

3.) Allows you to take it MULTIPLE TIMES. It's more bang for your buck than a single Metamagic Feat is by a looooooooong shot.

4.) The only drawback is that you have to do math, which leads us to point 5:

5.) It slows down the game by a buttload because the party Wizard will be stopping to go "So how can I arrange these 2-20 numbers into the proper sequence for me to cast my 100% free Metamagic".

Who wrote this? Why does he have a job? Can I have his job instead?

The idea is fun and I see it as an "how it is done from the prospective of the characters" (where the throwing of the dice is finding the right geomancy spot for casting the spell, but it is terrible at the gaming table. it is powerful and it will slow down the game.

I would change the casting time of the spell to the time the player would spend doing the calculations. While he do that the game will go on, with him busy casting the spell.
I think that most spells would require several rounds.

- * -

Someone asked if more dices wouldn't make harder to get the lower prime constant. I don't think so, let's try it:

20 ranks in engineering: 20d6 ⇒ (4, 1, 3, 5, 4, 5, 2, 3, 4, 4, 3, 1, 3, 5, 2, 5, 1, 1, 5, 2) = 63

Andoran

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Insain Dragoon wrote:

Yes, that is fluff. "Cackle Madly" has no in game definition, so it's fluff. RAW it does not say that your mad cackling has to be audible. Later on this was errata'd, but that was to make RAW match the RAI.

EX:

made up hex for giggles wrote:
You may burn the target badly as a move action. The target within thirty feat takes on the Fatigued condition.

What is burning the target badly? Does that first line have any bearing on the effect of the ability? As written you are "burning" someone, but not dealing fire damage and would seemingly bypass fire resistance.

Abilities don't do anything more than what they say they do in a RAW environment. Later on that made up ability could be errata'd to be blocked by Fire resistance/immunity, but as written the burning is fluff.

It has a dictionary definition, you decided not to apply it. Same thing as not applying the "dead" definition because there isn't a dead condition.

When something has a dictionary definition and there isn't a game rule defining it differently you use the dictionary definition, you don't disregard it but the hexes creators often forget that.

And your example is very different from what is pointed out. You have two phrases that seem unrelated, the phrase in question is only one and it is clearly a rule. without that rule the cackle hex would not only be silent, but it would be a standard action.
You guys have tried to disregard half of a rule, the half that you felt was inconvenient, keeping the part that was convenient (using a move action instead of a standard).

- * -

wraithstrike wrote:


PS: A specific rule that does not conform with the norm is an exception.

Your post in this thread gave the impression that you meant something done after the hex was published, but the exception is part of the hex from the start.

wraithstrike wrote:


I support the witch when others say it is OP.

The witch isn't OP, but it has a lot of exceptions, something that is annoying. And making the hex SU instead of SLA create a lot of rule holes, as you can't use the basic assumptions in the magic section.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
chaoseffect wrote:
Diego Rossi wrote:
Too many people decide arbitrarily what is fluff and what not. Think about cackle and the people that was saying: "You can cackle silently as the rules don't say anything about making noise while cackling, that is only fluff." and how it ended.
Supernatural abilities don't have somatic or verbal components, so by the rules saying you needed to make noise to do it was wrong. It's now been specified as an exception to that rule, so now it does. If things don't say they are exceptions then they aren't; inconsistencies with RAI and RAW in that case was a failure with the text.

QED. You have decided that a piece of the rules is fluff. Even more interestingly you have decided that half of a phrase is fluff.

Let's see what the specific rule for Cackle say:

PRD wrote:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

So what is the rule?

A witch can cackle madly as a move action.

You have decided that cackle madly is fluff and that phrase is:

A witch can use this ability as a move action.

As far from RAW as possible while keeping the ability.

Deciding what piece of a phrase or even what specific word is fluff as the result better suit you is decidedly wrong.

wraithstrike wrote:


Generally speaking only sonic based SU's need to be heard. Cackle was given an exception.

Not an exception to the SU rules, a specific rule of the ability. specific trump general. The problem is that people play pick and choose as it suit them.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
wraithstrike wrote:
Gaberlunzie wrote:
I think the stance that "fluff" is irrelevant to the game at it's core and that only explicitly written things are part of the base game is strange at best and downright hurtful for the game at worst.

I would not say it is completely irrelevant. Like I said sometimes fluff can help you figure out RAI, but fluff/flavor are not rules in and of themselves. They can be rule aids.

Too many people decide arbitrarily what is fluff and what not. Think about cackle and the people that was saying: "You can cackle silently as the rules don't say anything about making noise while cackling, that is only fluff." and how it ended.

Andoran

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Kwauss wrote:


wraithstrike wrote:


Yes I do agree the bard is performing, but not using the perform skills unless called for.

This just opens another can of worms - now a bard can do their 'whisper performance' if they only want to effect their adjacent comrades (which can get louder later). They now have an ability that's better than a spell (a partial Silent Spell), since spells need to be in a normal spoken voice. Maybe they can start with a visual performance (since it's quiet and allows you to sneak up on the bad guy) and switch to an audible one when people start to spread out during battle (it doesn't say you can't switch, only that you choose a mode when starting).

And I thought the conclusion is that it is using the perform skill (as it says so), but not requiring a check?

You just gave m,e a wicked idea to blow a vein of my GM.

Message + audible bard performance. Now he can use it at 100'+'/level while whispering.

LOL, I don't think he will allow that.

Andoran

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

Letting a fire elemental essentially have free access to the ignite cantrip and a water elemental free access to the create water cantrip is absolutely something that I'd allow in my games, including when I run PFS.

In PFS I'd claim it was allowed by both the "reward creative solutions" rule and the "don't be a jerk rule" (mostly a :-) on the second one).

How is saying no being a jerk in this case?
I did say that was mostly in jest. But it just seems SO obvious to me that a fire elemental could light flammable objects on fire that I actually would at least suspect that a GM who disallowed it was deliberately being a jerk as opposed to making what he thought was the correct ruling.
It might be fall under the rule of cool, but if he is a "by the book" GM, then I can see him not allowing it.

I have already show that the burn ability allow fire elementals to se things on fire.

They can attack an object? Yes.
Objects that fail the save against the burn ability catch fire? Yes.
A unattended object has any way to make a reflex save? Only if magical.

So a fire elemental can set an object on fire.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
wraithstrike wrote:
Zark wrote:
wraithstrike wrote:
Zark wrote:
So if I use a skill even if I don't roll does that mean a bard / barbarian can't enter rage if he is invisible but don't roll stealth skill checks?
IIRC the restricted skills were the mental ability based ones.

Sorry Wraithstrike, I meant can I use IC if I'm invisible but don't roll stealth checks.

IC requires you to use a visual or audible component. If you are invisible you have to use the audible one, unless your party has see invis or something equivalent up. That will give you a penalty to your stealth check, but you could do it.

You think he mean Inspire Courage? Probable, then he need to chose a audible component if invisible.

Andoran

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Zark wrote:
wraithstrike wrote:
Zark wrote:
So if I use a skill even if I don't roll does that mean a bard / barbarian can't enter rage if he is invisible but don't roll stealth skill checks?
IIRC the restricted skills were the mental ability based ones.

Sorry Wraithstrike, I meant can I use IC if I'm invisible but don't roll stealth checks.

I am unsure of what you are trying to say:

PRD wrote:


Inspire competence relies on audible components.

so you can use it while invisible, but not while silenced.

If the question is: i can use Inspire competence while raging, I would say no, but invisibility don't change anything.

Andoran

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Rynjin wrote:
ajulieinajar wrote:
Okay. That made sense. I still have a hard time understanding why Paizo would make a feat that you could be eligible for but that would do you absolutely no good. Does this happen a lot and I've just never noticed?

Look at it this way.

A 3rd level Wizard with Str 13 qualifies for Power Attack.

It is an objectively terrible option for that Wizard, but he can take it.

This is the same concept.

An even better example as there is a small chance that the wizard will use power attack: a barbarian can take Spell focus, it has no prerequisites at all.

Andoran

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Ravingdork wrote:
Inviktus wrote:
Ravingdork wrote:
Except it's not an illusion effect. It actually physically changes. The rules text makes that VERY clear.

This was disproved on the first page of this thread. It's not as clear as you pretend. I see the further hundred some odd posts as just trying to "win" by outlasting the dissenting voices.

Must have missed it. Would you be so kind as to link or quote it?

(Also, if it was disproved on the first page, why is there more than one page to this thread?)

It has been disproved as "very clear", not as "this is the absolute truth" for an opinion or the other. I think it is only a illusory effect, so all the other questions are moot but the item description, the spell used in crafting it and the magic school of its aura clash and there is a basis for both opinions.

Andoran

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PRD wrote:

Damage Reduction

Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.

The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.

Dr is a fixed value, it is not multiplied on a critical. If you place a attack particularly well (i.e. you score a critical( you have hit a weakness of the target. Playing your way you would penalize creature with low damage as they will never benefit from a critical against creatures with DR.

In the end it is a big bonus for teh PC. I would buy adamantine armor in your game and/or make character with invulnerability.

Stoneskin would be a great spell.

Andoran

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

What is your definition of safe location? Normally, in the rules, mean: not in a fire, not in the water, not on the middle of a volcano or on a slope on the side of a mountain.
Safe location mean "safe from immediate natural hazards".

It don't mean "away from enemies". 1 mile from where you died is probably within the area patrolled by your enemies.

Thanks Matthew Downie , Mordor is a great example.
Or in the city at the end of the RotL: a city on the top of a mountain, in the middle of a glacier, full of hostile NPC.

- * -

Wait out an enemy? Like in "waiting for him to die of old age"?
I am sure that Tar Baphon will feel threatened by that.

AFIAK, with the possible exception of Skull and Shackles, the final enemy of the different AP were either long lived (Drow) or ageless (major fey, NPC completing a immortality ritual if not stopped, avatar of a returning god, demon, efreeti and spawn of Rovagug, immortal wizard, undead). The druid can hide on the other side of the planet and wait out them (maybe, as some will try to control the whole planet) but that will hardly change how the campaign is played, as the other character and the world will not benefit from that.

- * -

LOL, pointing out the flaw in your opinion on that form of "immortality" is derogatory. Sure.

I was pointing out that that "immortality" can be disrupted with ease.
In theory by a 1st level spell: Beguiling Gift.

Andoran

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Scavion wrote:

I rescind my statement on Polymorph Any Object.

The likelihood of a Shadow(Which deals Strength damage by the way, a stat most Druids have a solid amount of) getting the jump on the party and managing to score a higher initiative before it can be dealt with is slim.

Which again is a very specific circumstance that has the possibility of never occurring.

As for Restorations and Deathward, those are simply a matter of business the Druid is likely to keep in stock since it's quite easy to plan around.

Deathward is on hand if you know you're going to be fighting undead. You cast it when you spot the dangerous undead since to do so preemptively could waste it. Druids make amazing scouts so it's hardly unheard of.

And yeah, it takes another week to get the other negative level off but it's only a small penalty that is negated by Deathward.

Regardless, the Druid still has access to immortality. Even if it has to jump through a few hoops. Which quite frankly changes a huge portion of how a game might be played since a Druid can literally wait out a lot of enemies.

Not so amazing scout in human form, in elemental/animal form they can't use a scroll.

PRD wrote:


Shadow CE Medium undead (incorporeal)

The last bit mean that they can hide in a wall, ceiling or floor. It is very hard to detect them as they have total concealment, while they can sense the presence of a creature in the nearby square. 5' step and attack with a incorporeal touch is a great way to start a battle.

That druid has no more access to immortality than any other character in a party where someone can cast resurrection.
He exchange the automatic, no cost reincarnation with the impossibility to be raised or resurrected.

Let's ask the big question:
the druid is reincarnated a day later, in a safe location within 1 mile from his body. So we have a guy with 2 negative level, naked, in the middle of an hostile territory (1 mile from the location in which he was killed), with half of his remaining spells and no spell components.
He has no rested, prayed, or anything, so he is left with whatever wild shapes uses he had left.
"all physical ills and afflictions are repaired", so any curse, mental damage and so on is still in effect (I think that drained stat will stay drained even if they are physical stats, but that is debatable).
It seem a good recipe for a hard survival test.

So, the question: what are the druid chance of surviving his reincarnation? especially if he try to find his body to recover his possessions?

Unless he use a lot of metagame knowledge and react to what his companions have done after his death, he is in a bad situation.

Oh, BTW, take this metal shield. Say bye bye to "immortality" for the next 24 hours.

Andoran

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Odraude wrote:
Umbranus wrote:
Kwauss wrote:

This is the problem I'm having perpetually with the forum people or PFS people in general. You have an ability whose name implies getting things wet, and has a mechanism that would involve getting things wet, but since 'it doesn't say it does', it doesn't happen. This attitude is more appropriate for a MMORPG or playing 4E than playing a RPG like PF. As a GM, I'm not going to let you put out a campfire using Drench without it looking like you dumped a huge bucket of water on it (and generating mud).

"No wait," says the PFS player, "this book states it puts out fires, not that it makes things wet."

My issue is that if the designers didn't want it to be putting fires out by dropping water all over it, it would be named 'extinguish'. That's applying a modicum of common sense by reading the description of the ability, and in direct conflict with the 'it doesn't say it does' mentality. I'm concerned it's influencing a whole generation of gamers negatively.

So you would allow a water elemental (or druid in the form of one) to akt as a source for drinking water?

Or to irrigate a field?

My singular time playing PFS, the GM wouldn't let me light a torch with a fire elemental, since it cannot do that according to the rules. So I'm inclined to agree with Kwauss. I'm okay with players at the very least, using it to make small amounts of water.

The burn ability say that it will set on fire things that it attack if they fail a reflex save.

If he "attack" a torch it will set it on fire.

Andoran

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Scavion wrote:
Diego Rossi wrote:
Scavion wrote:
Umbranus wrote:
Perhaps he's talking about the reincarnated druid archetype.
I am. It's pretty nuts.
PRD wrote:
Many Lives (Ex): At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function if the reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated.
He should hope he will never be killed by a death effect or a undead that turn you in an undead, as he can't be resurrected and reincarnate don't work if you died that way.

Diego I know how it works. Those two qualifiers are very specific. You could go a whole campaign without dealing with undead who make spawn or death effects. Not only that, but the Reincarnated Druid also gets a +4 against Death Effects and has a Strong Fort and Will save. At 20th level and even earlier, he fails your average CR 20 creature's primary death effect on a one with proper gear. Plus Druids can get Deathward.

The odds of getting turned into a spawn are quite low. In all the games I've played I've never seen it happen to a party member. Usually because I'm the one playing a Cleric and a Cleric who doesn't have scrolls of Deathward/prepared it is a Cleric who really wants to deal with expensive restorations.

Critical hit by a shadow, 10 point of dexterity damage. Death e undeath in a single hit.

I have seen it happen.

Make it 2 attack, 1 in the surprise round, 1 before the druid act. Same thing.

- * -

"I'm the one playing a Cleric and a Cleric who doesn't have scrolls of Deathward/prepared it is a Cleric who really wants to deal with expensive restorations."

1 minute/level. You really have it running constantly when fighting undead?
With a 9th level druid after 18 minutes you say "now I go home, I will return tomorrow"?

expensive restoration = 100 gp and a 4th level spell
Death ward scroll for a druid = 1 feat, 562,5 gp, 2 full day for writing the scroll
or
700 gp to buy a scroll penned by a NPC

Scavion wrote:
sunshadow21 wrote:
Scavion wrote:


Diego I know how it works. Those two qualifiers are very specific. You could go a whole campaign without dealing with undead or death effects. Not only that, but the Reincarnated Druid also gets a +4 against Death Effects and has a Strong Fort and Will save. At 20th level, he fails your average CR 20 creature's primary death effect on a one with proper gear.
One part you seem to be missing is that reincarnate doesn't automatically bring him back as the same race, which is determined randomly, which can mean that the concepts are limited to ones that aren't disrupted by the potentially perpetual change in physical stats, and they have to deal with the social implications of suddenly becoming an orc or goblin. Add in the negative levels, and there are plenty of reasons for this character to dread dying.

Oh no light penalties in exchange for physical immortality. Roleplaying opportunities and 2,000gp of Restorations.

As for general build details, Druids are one of the most versatile classes in the game.

And drum roll please. To change permanently back to whatever race you used to be is a grand total of 1200 gold to purchase a Polymorph Any Object spell to be cast on you.

Let's see the rules you soo lightly disregard:

1) 2.000 gp and 8 days as you can't remove more than 1 negative level/week;

2) You can't have 2 polymorph effects on you at the same time, so if your polymorphed druid want to use wild shape it will have to accept the new polymorph effect, an effect that will cancel Polymorph Any Object
More than a drum roll it seem a raspberry.

Andoran

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PRD wrote:
Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

I would rule that something worn by a fire elemental will take damage as someone hitting it.

PRD wrote:


Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Faulty memory here. I thought that it would thoroughly wash you in water with the drench ability.

Andoran

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Thanks again. Last time I had missed step 2 for sure.

Andoran

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Matthew Downie wrote:
wraithstrike wrote:

However they still can not access certain components because it is melded into their form so they still need natural spell. In elemental form they can talk.

As for being wildshaped, until you get wild armor your AC will be low while you are shape changed. You also need an amulet of mighty fist to bypass magic DR or your DPR will suffer. However taking crafting feats will help out a bit.

Although carried items meld with your body when you perform wild shape, you can put things down and pick them up or wear them after you wild shape. So you can pick up a spell component pouch after you turn into an elemental, or you can have your allies help you put on your specially made tiger-shaped armor.

The burn and drench abilities say no for fire and water elemental.

Burned components don't work very well, and several components will be damaged by water.

Andoran

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Cranky Dog wrote:

Ultimately, I think my problem is not the Improved Evasion, but the wording of Incendiary Cloud.

Improved Evasion is basically a non-magical way of being really really good at getting out of the way of damaging stuff (duck and cover or whatever). It's not dimensional magic, nor elemental protection, nor a magic bubble; it's being very agile, and medium+ armor or being helpless negates it completely.

I see Incendiary Cloud as being akin to standing inside a forest fire where exposure will eventually get you, even if you are standing it that small spot that isn't ablaze (successful save).

With that picture of Incendiary Cloud in my mind, I have a hard time justifying avoiding all consequences without additional protection. The same rogue in an actual forest fire or burning building *would* take environmental damage.

An empowered Acid Fog is more efficient in this respect.

Like I said, it's my problem.

The key world is "eventually", and that is equivalent to "eventually he will roll a 1 and take damage and eventually he will take enough damage to die".

Andoran

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Cpt. Caboodle wrote:
Diego Rossi wrote:
PRD wrote:
Many Lives (Ex): At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function ifthe reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated.
He should hope he will never be killed by a death effect or a undead that turn you in an undead, as he can't be resurrected and reincarnate don't work if you died that way.
Yes, but another Druid could reincarnate him via spell.
PDR wrote:


Reincarnate
...
A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell.

Andoran

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sunshadow21 wrote:
Jeff Merola wrote:
A third-party source really shouldn't be "close enough" in a rules debate.
In this case, though, they aren't making any new rulings, they are simply organizing things in a slightly different way that all but the pickiest of rules lawyers would simply gloss over. So, in this case, it really is close enough, if even the people doing the formatting isn't officially Paizo.

Reorganizing the content of the different tables, including in them elements that aren't included in the rules, is rewriting the rules.

Andoran

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Scavion wrote:
Umbranus wrote:
Perhaps he's talking about the reincarnated druid archetype.
I am. It's pretty nuts.
PRD wrote:
Many Lives (Ex): At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function ifthe reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated.

He should hope he will never be killed by a death effect or a undead that turn you in an undead, as he can't be resurrected and reincarnate don't work if you died that way.

Andoran

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The one to which the following citations are the answer:

PRD wrote:

At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 8th level .... functions as elemental body II

At 10th level ... functions as elemental body III.

At 12th level ... functions as elemental body IV.

PRD wrote:


Elemental Body I

When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.

Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, and the ability to earth glide.

Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.

Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

Elemental Body II

School transmutation (polymorph); Level sorcerer/wizard 5

This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.

Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.

Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.

Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.

Elemental Body III

School transmutation (polymorph); Level sorcerer/wizard 6

This spell functions as elemental body II, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.

Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.

Earth elemental: As elemental body I except that you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.

Water elemental: As elemental body I except that you gain a +2 size bonus to your Strength, a –2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.

Elemental Body IV

School transmutation (polymorph); Level sorcerer/wizard 7

This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.

Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).

Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.

Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a –2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.

The druid get only what is cited in the spells.

Scavion wrote:
Lifat wrote:

Druids are nowhere near as powerful in pathfinder as they were in 3.5...

And they are definitely less powerful than the wizard and might be slightly less powerful than the cleric, but yes... Even in pathfinder the druid is a strong class.
Hard to say. Druids can get a form of immortality at 5th level. They're still easily more powerful than a Cleric, but still on par with Wizards.

What form of immortality?

If you mean reincarnation, it is a 4th level spell and can only be cast on another person.

Andoran

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PRD wrote:


Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.
FAQ wrote:


Barbarian, Lesser Spirit Totem: Who decides who the spirits attack, and what effects affect the spirits?

The barbarian decides who the spirits attack each round. The spirits are not affected by effects that aid their attacks or damage (such as bardic performance or bless) or penalize their attacks or damage (such as bane or darkness). The spirits always strike from your direction. They do not get flanking bonuses or help a combatant get one.

PRD wrote:
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
PRD wrote:


Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.

RAW it would work.

Andoran

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PRD wrote:
An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

It is not a volume filled by white hot embers, it a volume filled by smoke shot through by white-hot embers.

Ever seen a firefighter film? They survive in that regularly, even without masks.

It say nothing about the smoke temperature, what deal the damage are the embers, so it probably the smoke can be uncomfortable but not deadly.

To make another example, even been downwind from a big barbecue? It is uncomfortable, but not immediately damaging, what will damage you are the occasional spark.

Andoran

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ME LIKE SMASH wrote:

Rogue Trap Sense:Trap sense bonuses gained from multiple classes stack

So it would make sense if they stacked

They aren't from different classes. They are from two archetypes of the same class.

Andoran

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with order 3203907 I ordered 2 flip mats. As usual I want them added to my sidecart for delivery together with my subscription, but I wasn't given the possibility to say that when ordering, can you move them please? Living oversea the expedition expenses have a noticeable impact.

I am missing something when placing the order? I remember that it was possible to chose if we wanted to add items to the sidecar.

Andoran

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blackbloodtroll wrote:
Rudy2 wrote:
andreww wrote:
Given it doesn't change what you actually look like I am not seeing that it has any real disguise potential. If you want to disguise yourself buy a Hat of Disguise, that's what it is designed for.
Turning it into a city guard uniform, for example, or a servant's outfit, on the fly has enormous disguise potential.
It does not actually provide any disguise bonus.

You can even attempt to pass as a guard if you are dressed as travelling merchant? As a noble invited to a banquet if you are dressed as a beggar?

I would give you a circumstance bonus to the disguise check as a minimum, allow or disallow some other check, and could allow you a disguise check without spending "1d3 × 10 minutes" to apply your disguise. It is not "nothing". It could add circumstance bonuses to other checks too, like a bluff check to pass as a guard.

Andoran

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Lifat wrote:

By RAW (and by RAI, if you ask me) the GM was wrong. Sneak attack damage is added to the rogues damage before checking for damage reduction.

This.

Lifat wrote:
boring7 wrote:

There was a rule in D&D 3.0 and (I think) 3.5 that said if you crit on an enemy with Damage Reduction but your first damage die can't cut through it, you don't actually get the crit. Crit = Sneak attack = rogues get screwed. This rule was thrown away because it's stupid and dicks over an already-weak class.

I honestly don't even remember where the rule was written down, I think it was some obscure section of the monster manual next to "how creature abilities work" describing in more detail what Damage Reduction was.

I'll check around since I'm OCD like that.

Wauw... I'd love to hear about it if you find that rule. I played 3rd for a long time and I NEVER heard about that rule. Not saying that it didn't exists, just that it must have been extremely obscure.

A Lifat, I am curious as I never noticed a similar rule.

Andoran

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Rudy2 wrote:

Tiny Coffee Golem,

First, your implication that I don't understand the word "category" is unnecessary. There is no reason, either in the English language, or in pathfinder, that Clothing could not be regarded as a "category" of items.

Second, you are correct that the types of melee weapon are spelled out as categories, which lends some credence to your argument. However, in referencing the Core Rulebook just now, I noticed the same is not true for armor. Light, Medium and Heavy armor are not, as far as I can honestly tell, defined as categories explicitly. Rather, the existence of the armor chart, and the divisions therein, are taken to define armor, and the categories of armor, implicitly. That's all I'm doing for clothing.

Anyzr,

Rudy2 wrote:
Do feats that require a light melee weapon say "any weapon on the light melee weapon chart"?

Further, I hope you do make as much noise as possible about this. At the very least it can only lead to official clarification that Swarm Suit is not a valid use, because the people who make these decisions do understand balance issues.

I do worry, though, that they might just ban the item completely, as they did for Bracers of Falcon's Aim. That's honestly not something I'd like to see.

Phrasing the equipment pages it speak of size categories for weapons, not of weapon categories.

PRD wrote:
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

and so on.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Anzyr wrote:
Rudy2 wrote:

If it pleases you, I suppose. The argument is really remarkably simple. It's that the sleeves of many garments can change clothing into anything on the Clothing chart.

Just as a "light melee weapon" are weapons under the chart "Light Melee Weapons", and not any melee weapon that might be described as being light, due to being made of mithral, or whatnot.

I recognize that you can view it in your manner as well, but there is no grounds for saying that limiting it to the Clothing chart, in the same way that a "light melee weapon" is limited to the "light melee weapon" chart, is absurd.

Except it doesn't say "anything on the Clothing chart" it says Clothing, which is again why there is only one valid interpretation. And if there was a weapon that was not on the light melee weapon chart, that nonetheless had in its description that it was a light melee weapon, then yes it would obviously be a light melee weapon.

Claws and unarmed strikes? So if have a Transformative light weapon it can become a fist or a claw?

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Scott Wilhelm wrote:
Nefreet wrote:
Scott Wilhelm wrote:
deusvult wrote:
Scott Wilhelm wrote:
Clever bit of sophistry, FLite, but the Swarmsuit is 1 item, and its description says it is clothing.

But is clothing the same thing as Clothing?

Not necessarily, and that's the crux of the issue.

I think that is the crux of the issue. And I do consider it unlikely that the writers thought of using the SoMG to create a Swarmsuit, but we can only speculate at the RAI, and anyway, it's hardly relevant. If we players think of things the writers didn't, then that is just good and creative playing, and the very soul of the game.

In a nonPFS game, it is the DM's call. Since the purpose of PFS is to sell PFS products, and that he who buys the cool books gets the cool benefits.

I think PFS DMs need compelling evidence to rule against the customer, and I don't think the argument against successfully bears the burden of proof.

*cough*

Well, I am AWARE that not everyone agrees with me. I'm not sure about accepting it.

But are you really saying that PFS characters are not customers and should not be treated as customers?

And that is one of the most horrible mindset possible: the player is a consumer that should be satisfied and the GM is some kind of clerk that should work for him.

Exactly how much you are paying your GM for that service?

Pathfinder is a

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