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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. 7,744 posts. 1 review. 1 list. No wishlists.


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Andoran

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

The search function is your friend, this argument has been covered several times.

A recent discussion[url=http://paizo.com/threads/rzs2rgry?Adventurers-are-neccessary-to-balance-the][/url].

As Matthew said, 200.000 gp are a big sum, but not something really staggering. It is around 10 millions euro. In our world we have people that is paid that sum for a year or even a month of work and while they are rich people they are very far from being part of the richest elite.

The PC are similar to the Russian nobles fleeing the communist revolution, people with a lot on wealth on themselves but without a steady source of income. They aren't really rich.

To make another example a big truck is worth about 10.000 gp. You see a trucker as a rich guy? A fishing boat is worth even more. You see a professional fisherman that own his boat as a very wealthy man?
The adventurers are guys that own a very expensive equipment that they use to do their work. They don't have a very large income, they have costly equipment. At least for me a rich guy that can affect the economy is someone that has a large expendable income, not someone that has a large sum of money immobilized in the equipment he use for his work.

Andoran

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

As I see it he can channel only 1 use of weird word with the conductive weapon at the cost two rounds of performance, all other uses are lost.

That is based on the simple fact that each attack with weird words require a separate attack roll, so if you make 10 attacks with weird words you must make 10 attacks rolls, wile the conductive weapon make only one.

AFAIK there is no definitive ruling about that but it recall that there was a hot debate about the bard ability to target as single target with more than 1 weird word with each use of the ability. Based on what I have read the position were evenly split between "each weird word attack should target a different creature" and "all the attacks can target the same creature".

Note that the channelled ability target only the target of the weapon attack, even if it is a area effect.

Andoran

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

Sadly, I am going to give your friend an even better solution that lets him be a barbarian paladin.

Since this is for pfs, he can rebuild for free any time before level 2.

so rebuild as a neutral good barbarian level 1.

then change alignment to lawful good, and take your levels of paladin. Becoming lawful means he can't take any more levels of barbarian, but his existing level still works.

may require an attonement.

PRD wrote:

Ex-Barbarians

A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.

Andoran

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

Try running the same thing in Pathfinder respecting the rules. How long it will last? Too much, so we avoid that kind of encounter.

We need some good mob rule to use this kind of encounters.

If you're looking for large combat rules: Look no further.

That said, I agree that most bandits just won't attack heavily armed PCs that look competent. They might set traps, or have some secret weapon (a looted cannon trained on the PCs position?), but no bandit wants a fair fight.

The last time my PCs tangled with bandits, the bandits had a captive owlbear which they loosed on the PCs as a distraction and then they legged it as soon as the PCs killed the owlbear.

Seem a bit too large scale, I want a mechanic to manage a large number of low level NPC as a group while having the PC acting normally. Something like a "swarm" but made of goblins or level 1 human warriors.

Andoran

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

Maybe there was a big change between 1st and 2nd Edition AD&D, I don't know, but the only major factor that adjusts the length of that encounter is the smaller radius of a fireball. Either system you are rolling 200+ saving throws. You can of course save some time by pre-rolling the damage dice for a successful saving throw to see if anyone even survives.

We have far more tactical options now, but the game hasn't changed that much.

Spell ST = 15, 200 targets, 6 out of 20 save, so if you hit all the bandits in one go 60 have successfully saved. As the typical bandit had 14 hp the caster had to roll a low result with a 10d6 fireball to make a successful save meaningful for the rank and file bandit.

Generally it was worth rolling only the saves of the higher level NPC.
Noe that in that situation it was not possible to hit all of them with a single fireball, at most 20 or so, depending on the formation, but you had clear rules for morale checks and, in that scenario, the chances of the NPC running away after the second fireball were high.

Combat has slowed down with the 3.x. Positions and precise movement matter more, the creatures have more HP, more attack options, and movement is way shorter (it was 60-120 yards in the open, feet in dungeons) and we have AoO. Those alone mean way more attacks.

Andoran

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

Haunts

The distinction between a trap and an undead creature blurs when you introduce a haunt—a hazardous region created by unquiet spirits that react violently to the presence of the living.
....
Detect undead or detect alignment spells of the appropriate type allow an observer a chance to notice a haunt even before it manifests (allowing that character the appropriate check to notice the haunt, but at a –4 penalty).
...
On the surprise round in which a haunt manifests, positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt's hit points (a haunt never gains a Will save to lessen the damage done by such effects, and attacks that require a successful attack roll to work must strike AC 10 in order to affect the haunt and not merely the physical structure it inhabits).

PRD wrote:


A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
PRD wrote:


Detect Undead
...
You can detect the aura that surrounds undead creatures.
PRD wrote:


Cure Light Wounds
Target creature touched

I think the different citations show how a haunt is influenced by effects that normally target only undead creatures.

The original fluff about the haunts (from Rule of fear I think, or some other product linked to the Carrion Crown AP) was that the haunts are degraded ghost and specters that have lost their sense of individuality but can still affect the area round them.

Edit: It is meant to be a
Yes!
but I am verbose ;-)

Andoran

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

The bandit problem is partially a problem of the 3.x set of rules, they are slow in resolving figths with large numbers of enemies and make that kind of encounters (and most random encounters) pointless against the time spent to run them. For me that break immersion as the world seem devoid of non level appropriate threats.

I recall an encounter I GM in AD&D 1st edition.
The nation was in complete disarray after a disastrous war, the government had collapsed, local warlord ruled the territory. The PC (12th level, at a time a high level, roughly equivalent to level 16 in Pathfinder) were asked to help one of the surviving baronies.
While en route they encountered a troops of bandits, about 200 men strong (some were ex military, other people that had lost their homes and resorted to banditry and manslaughter to survive, in the scenario it was a credible encounter).
Seeing the 7-8 men player group, well armed and well dressed, the bandit commander decided that losing several men wasn't a good idea, even if it was "a assured victory" in his eyes, so he sent his lieutenant to ask for money for the "right to use the road" while his men encircled the party.
After the PC granted reply: "No, you pay us to continue living." the fight was very fast. A couple of fireball wiped out a lot of enemies (1st edition fireball had a fixed volume, so cast at the right height on open ground it did become a half sphere with a 30' radius, very nice).
The martials engaged the few guys that survived the fireballs, as they were clearly higher level characters.
Total rout of the bandits (some of them fired a few arrows, nothing more) time to run the encounter dialogs included: 10 minutes. Effects: a few almost meaningless resources spent, a fun encounter.

Try running the same thing in Pathfinder respecting the rules. How long it will last? Too much, so we avoid that kind of encounter.

We need some good mob rule to use this kind of encounters.

Andoran

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

Because most of the times a player will chose a flaw or drawback with a minimal negative impact on a character in exchange for a powerful feat.

To make an example:
"Shaky takes a -2 to all ranged attacks. That is worth a feat in 3.5."
I make a melee monster or a controlling spellcaster, a shapechanger druid or a summoner.
How often shaky will affect my play? How often the extra feat will benefit me?

Andoran

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

I'm pretty sure that if the grapple is legit, the auto death is legit too. I don't have the CMB to break the grapple, and he can deal more HP damage than I can sustain. It IS auto death, which is why I was hoping for some way around the grapple entirely.

1) If your druid is level 12+ he he get DR 5/-. It applies to grapple damage;

2) Nothing in the grapple rules say that you can't eject him.
Ejecting require you to move? No.
It require 2 hands? No.
So it can be done. The GM is arguing that a whirlwind can be grappled. Fine. But as he applies strict RAW he should apply it to both combatants.

Note: the fall will not break the grapple, but your opponent will get some falling damage and end prone.

3) "Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls.", so a -2 to his CMv and CMD. The +5 for being the one that started the grapple apply only to attempts to maintain it, not against your attempts to break it.
BTW, what was he using to damage you? Unless he was using armor spikes or unarmed combat he would have suffered from the -4 to the grapple checks for not using 2 hands.

4) Revert to air elemental from in at the top of the whirlwind form (when you change form you can occupy any of the squares you occupied previously). Now you are several feet in the air and your foe has to cling to you to maintain the grapple. 1 hand used to cling to you. 1 hand to maintain the grapple with a -4 modifier (plus the whirlwind modifiers). A -6 total to his CMB.

Actually there are no rules to cling to someone mid air. You cling to a item, not a creature.

5) Change shape to a fire elemental. Grapple+burn damage=Ouch!
1-2 slam attacks + burn damage, burn damage from grappling (actually for hitting you, but it is the same thing). Possibly even more damage from catching fire.

There are ways to counter your GM tactic, it is not an automatic death.

BTW, for the future, take whirlwind form, move over the enemy square, pick it up, rise him into the sky, then eject him and move on (or up) . You are faster than most opponents, it is hard to pursue you and grapple you.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Umbranus wrote:
Ascalaphus wrote:
Sounds like stealth errata to me, but I appreciate it nonetheless.
I really do not see it that way. Other weapon enchantments are supposed to be on unless specially turned off, as well. Like merciful, for example.

The rules are clear in allowing it to be always on without harming the owner and his gear. But what are the effects of having an always on flaming weapon? It emit light and a noticeable heat.

Of an always on frost weapon? Condensation?

It seem that everyone agre that you need to activate the power the first time you take the weapon in hand. That mean that paladins and maguses would have to use a standard action to activate it when adding that power to the weapon they are using.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Onyxlion wrote:
Taenia wrote:
You can't use its own prerequisites to qualify for it. So you need to meet the prereqs to use the feat.
I disagree with this but that's just my opinion.

It is not a matter of opinion. The rules say that you need to have the prerequisite to take a feat. You can't use the abilities given by the feat to qualify for it.

Note that the feat don't work if the druid isn't in a form that give him the constrict special attack. While in forms without that ability he lack the prerequisite.

Andoran

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Pupsocket wrote:
I think I've seen one player use a standard action to activate one of those powers. Once, ever.

Yes, i too let it be activated as a free action.

Pupsocket wrote:


Even if you do take one of those elemental enchantments - and you shouldn't - you can just draw and activate your wepaon whenever you head into a potentially dangerous situation.

With that solution we incur in the invisibility problem, and paladins and maguses would still have the problem as their weapon enhancements have a short duration. Paladins and maguses are the main users of the flaming kind of abilities. As they can add it on a weapon on the fly they will use it only when appropriate (again the right kind of oozes or other stuff that reduce/negate weapon damage but is susceptible to energy damage) but the ability to add that property has a relatively short duration, so enhancing the weapon in advance is a bit costly.

Andoran

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

Flaming, shocking etc. weapon ability. You really require the character to spend a standard action to activate the ability?

The RAW require you to activate the flaming/frost etc. ability to benefit from it. The rules say that the effect don't affect the wielder (and by extension his gear) so you can sheathe a flaming sword and draw it still aflame.
But then with flaming weapons you incur in another problem: it make being invisible almost useless.
The sword is sheathed in flame and flame give off light. Invisibility say: "Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source)."
Sheathing the sword should hide the fire but I am not sure if all GM will agree with that as the sheath is invisible too. The two sentences cited above can be read as meaning that light never become invisible, even if tucked under someone garment.

Then we have the magus and paladin (and probably other classes). They can make a weapon flaming as a swift action. And then they have to spend a standard action to actually benefit from that? That make a weapon ability that is already fairly weak (as plenty of creatures have some kind of energy resistance) even weaker.

Andoran

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Claxon wrote:

I don't think this is really appropriate for the rules section, more for the campaign setting dicussion but that's not hugely important.

I am however interested in knowing how druid's and ranger's are regarded in Rahadoum. Both fall into the "natural magic" category, which is a subset of divine spell casting. But unlike other divine casters their powers aren't necessarily a result of being granted by a deity. Though you could consider the Green Path or nature worship like worshipping a deity for a druid, a ranger needs no deity nor is it even clear where their power comes from other than being labeled as "divine".

I am very interested in knowing how these "divine" spellcasters would be handled in Rahadoum.

PRD wrote:

Arcane Sight

...
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

It is all here, I think. It is possible to determine if your source of power is arcane or divine. Not if it is nature magic, ancestral worship or some other thing. So Rahadoum prohibit divine magic.

Andoran

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

^ It's told in the introduction: The price is too high.

They see divine magic as a paladin see an evil healing spell: You give power to these entities that, if I well understood the background of Golarion, caused a huge mess.

The problem is not you try to heal the child, it's the fact you are a cleric. If there weren't any cleric, the gods wouldn't probably be here in the first place, so a lot of things wouldn't have happened.

By saving 1 child today, he could bring terrible loss in the future.

It's not evil. It's just a particular philosophy that believes using divine power in any mean isn't a good deed.

From what I read about Rahadoum they expelled all faiths because the land was being torn apart by religious wars. And in Pathfinder morality isn't a matter of philosophy but absolute. It can be magically detected, used to smite foes etc. If you flog a Cleric for healing a dying child you commit an evil act, and if you do it often enough your alignment will shift towards evil. And if you die you will end up on one of the not-so-nice outer planes with devils, demons or daemons who won't give a hoot about your philosophy.

You aren't a nurse or a medic, you perform surgery on someone in a emergency, the person survive and even improve. That make what you did legal?

AFAIK, no, it don't. You can be forgiven if all the people involved decide to overlook what you did, but it is not legal. Often it isn't even considered a good act, even if done in all honesty and with the intention to help.

Irnk, Dead-Eye's Prodigal wrote:


Given that the setting specifically calls out Bards & Alchemists as purveyors of magical healing in Rahadoum, the statement I emboldened isn't strictly accurate.

So Rahadoum has its legally certified healers. Maybe we can add witches too.

Andoran

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

By the same logic the caster must expend a spell slot to cast the spell.
"A minor ring of spell storing contains up to three levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast"
How do you cast a spell? By expending an appropriate level spell slot, so you need to use a spell slot to power the ring.

Or we can go the other way and read the item description without trying to play legalese.
It is a storing item, it store X levels of spells, when you use the spells they are removed from storage and used and the storage space is left empty and reusable.

There is another problem in the item description: it don't say what kind of activation it use.
Generally it is treated as a spell completion item with special exemptions: "The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture)." but it don't say that explicitly.

Andoran

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


Why don't enemies just eat the attack of opportunity

Solved in the first post. Thelemic_Noun assume logic, then dismiss the logic of not eating AoO, especially if we use real world logic, as he is doing. With real world logic a AoO can kill you.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Dispari Scuro wrote:
In fact, we worked out that (counter-intuitively) it's actually better to move and then drink it, as you could at least get Mobility and be harder to hit when provoking.
prd wrote:

Mobility (Combat)

You can easily move through a dangerous melee.

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

It is only for AoO caused when moving, so it don't work for AoO caused by other sources.

Note that it is not applicable to all movement actions, it is applicable when you move, even if the movement, for some reason, is not part of a movement action.

Andoran

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

A permanent 1 use/day SLA is clearly valid, even if it come from a boon or a secondary effect to some item like a Deck of Harrowing. Once in a lifetime is decidedly questionable.

The problem is where we should put the limit. Once day? Once week? Once every time you recharge it bathing in the pool of radiance for 1 hour?

Andoran

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

"On a later turn" normally don't mean "the following turn", it mean an indefinite span of time, so it can be even years later.
We can suppose that in reality it is not the same food but that every turn the old stockpile is consumed and new granary products are stored.

Andoran

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

I have flagged the thread to be moved, so it was a somewhat useful specification.
someone using this idea in PFS risk table variations.

Andoran

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wraithstrike wrote:


One time access would not count. Otherwise you could have a cleric use "imbue with spell ability" to qualify for the divine side of MT since it has a permanent duration.

Just for the record: "imbue with spell ability" don't work with PFS. Permanent spell disappear at the end of a scenario and, AFAIK, you increase your level between scenarios, so when you get your new level you aren't benefitting from imbue with spell ability."

Andoran

1 person marked this as a favorite.
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It isn't a Rule forum question, it is a PFS forum question. Normally you don't get boons giving you one use of a spell in normal play. There is some effect that can do that but most of them are fairly rare.

There is Imbue with Spell Ability that give you a clerical spell but that will forever remove a spell from some other character.

Personally, I would simply throw you out of my gaming group if you were to try this at my table. There is too little gaming time to lose it with people that try this kind of moves.

Andoran

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

Re-read your quote.

PRD wrote:

Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

Format: Immune acid, fire, paralysis; Location: Defensive Abilities.

It is not "immune to secondary effects", it is immune to "afflictions, conditions, spells (based on school, level, or save type), and other effects" and to " any secondary effects " "from listed sources".

Andoran

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

So the rason why the feats and such for potions wont work on extracts is because a potion is a complete product that is already made and all u have to do is drink it whereas an extract is not a finished product until u use a standard action to "cast" or create the extract and drink in the same action.

one is a finished product that just requires to drink and one isnt because u "cast" or create it inthe same action as drinking it?

Makes sense why those feats or archetypes dont work then. And yes i do believe deinking an extract will cause an attack of oppertunity. Not because u are infusing the potiin with ur extract BUT because u are ALSO drinking a potion which does. I think the reason why it states its SU is so that u dont provoke twice for the standard action of doing 2 things (1 for casting and 1 for drinking if it wasnt SU).

Honestly I think that they don't work only for balance reasons. Depending on the ability they are the equivalent to half of the Quicken metamagic for those that make it a move action and a full Quicken metamagic for those that make ti a swift action.

Allowing to an alchemist with the right build to use 3 extract in a round without any extra slot cost is unbalancing.

Andoran

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Bigdaddyjug wrote:
Diego Rossi wrote:
Bigdaddyjug wrote:
LazarX wrote:
blackbloodtroll wrote:

Well, now you are making a case for specific vs general.

Generally, Supernatural abilities do not provoke.

Except, there is nothing that specifically notes drinking an Extract provokes.

This would mean, that without specific noting that it provokes, than we are to go to general as default.

So, without having them count as potions, for at least determining whether they provoke, then their is no reason to assume they provoke.

The supernatural ability is preparing the extract. That doesn't provoke.

Drinking it however, does.

Preparing and drinking are all one action. So it either provokes or it doesn't. I'm of the mind that it doesn't because of the general rule that (Su) actions do not provoke unless they say they do, and Alchemy (Su) does not say it provokes.

What if this whole debate is happening because of a missing comma?

"Extracts are imbibed, like a potion." And that sentence is just trying to tell us that you have to drink an extract to get its benefits, and not just pour it all over yourself like an oil.

That wasn't the argument used to support the idea that casting scorching ray don't provoke, as you are casting a spell and making your ranged attack is part of casting the spell?

It's a completely different circumstance. In the case of scorching ray, both actions provike independently of each other. With an alchemist using an extract, drawing the extract shouldn't provoke by itself. The argument is that the act of drinking the extract mimics another action, which does provoke.

"Preparing and drinking are all one action."

"Casting and attacking with a ray spell are all one action."
They seem very similar to me.

You affirm that "drawing an extract don't provoke" as if retrieving an item was an action that don't provoke. What is your basis for that?

PRD wrote:


Move Action Retrieve a stored item
Attack of Opportunity Yes

An extract is a weapon or weapon like item? No.

It is a spell component? No.
It is a stored item? Yes.

PRD wrote:


Standard Action Drink a potion or apply an oil
Attack of Opportunity Yes

A extract work like a potion, so it reasonable to assume that it provoke.

I see two different actions that provoke a AoO.

I think it would be reasonable to limit it to a single AoO but RAW it seem that they are 2 different AoO for the price of a single action.

Andoran

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Arachnofiend wrote:
Rodinia wrote:

Or one could just fight with a reach weapon in the first place, for the same effect. Just kidding :-) Long Arm seems like a great spell.

It seems reach weapon wielders get the biggest benefit from this spell. 15'+ reach allows one to full attack a foe at reach, while that foe must Move to you & suffer your AoO, in order to land a single Standard Action attack.

Yeah. It gets really absurd with Aberrant Bloodragers. A BR optimized for this is attacking out to 40' ([10' weapon + 5' Long Arm + 5' Bloodline] x2 Enlarge Person).

Enlarge person don't double your reach.

PRD wrote:
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.

So:

enlarge person : natural reach 10' + reach weapon +10' + long arm spell + 5' + bloodline +5' = 30'
You can't attack targets within 10' with your reach weapon.

Andoran

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Sara Marie wrote:
Diego Rossi wrote:
Sara Marie wrote:
Most payment issues are resolvable by the customer going to the order history page and retrying from there.
My order 3208888 is still struck, but I don't see any option to retry in the order history page. I don't know if it is struck because there is some material in my sidecart and that somewhat has blocked the system. As the cost to send material oversea are pretty high I want to get a single shipment if possible.
I have forced it through.

Thanks, I have just got the confirmation SMS from the credit card. I was wondering who was sending it at 23.37, it was a nice message. :-)

Andoran

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Bigdaddyjug wrote:
LazarX wrote:
blackbloodtroll wrote:

Well, now you are making a case for specific vs general.

Generally, Supernatural abilities do not provoke.

Except, there is nothing that specifically notes drinking an Extract provokes.

This would mean, that without specific noting that it provokes, than we are to go to general as default.

So, without having them count as potions, for at least determining whether they provoke, then their is no reason to assume they provoke.

The supernatural ability is preparing the extract. That doesn't provoke.

Drinking it however, does.

Preparing and drinking are all one action. So it either provokes or it doesn't. I'm of the mind that it doesn't because of the general rule that (Su) actions do not provoke unless they say they do, and Alchemy (Su) does not say it provokes.

What if this whole debate is happening because of a missing comma?

"Extracts are imbibed, like a potion." And that sentence is just trying to tell us that you have to drink an extract to get its benefits, and not just pour it all over yourself like an oil.

That wasn't the argument used to support the idea that casting scorching ray don't provoke, as you are casting a spell and making your ranged attack is part of casting the spell?

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
blahpers wrote:
Frankly, I never saw why they had the "no touch attack" limitation in the first place. I can't think of any ranged touches that would unduly benefit from Deadly Aim; in fact, it's a poor trade for most.
PRD wrote:

Deadly Aim (Combat)

You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

The only significant prerequisite is a passable dexterity. It affect damage rolls. Not weapon damage.

What do you think of a 7th level wizard giving you 1d4+2 negative levels with enervation at the expense of a -1 to hit?
A 17th level cleric casting an Energy drain spell that give you 2d4+8 negative levels in exchange of a -4 to hit)?
How many monster that would benefit from that feat every round with abilities that can be used at will or a large number of times in a day?

To me the limitation seem reasonable.

Andoran

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

The ability is limited to bows, something that I missed in my earlier post, so the scatter weapon ability is not the reason for the unwieldy text.

Andoran

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

The text of the ability is fairly bad, but it seem to mean that you have to spend 1 point of panache for each attack.
The ability don't refer any kind of action, so I think it can be applied to every kind of attack action (and to attacks that aren't actions like AoO). So it can work in conjunction with a full attack, simply you have to spend 1 point of panache for every attack.

Every attack in a full attack is a single attack.

The only possible exception seem to be manyshot, where you make 1 attack that hit with two arrows. It can be argued that the attack made with manyshot is a double ranged attack, not a single one.

Edit: there are 2 other possible exceptions, exceptions that are probably the reason for the unwieldy text:

1) ranged weapons with the scatter ability, i.e. shotguns.
With them you make multiple attacks at the same time "When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone."

2) double barreled ranged weapons: "This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack. If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition."

Andoran

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

Why TPK happen in a game that is rigged in favor of the players?
Because they often don't know when to retract, because they think that one more good blow will win the fight, because they feel that retreating will demean them, because retreating will mean utter failure or simply because they don't think they can lose.

Some NPC operate the same way. Others will flee as son as they aren't sure to win with ease.

Generally the important NPC have detailed information in the AP about their character and motivations, minions have less information but "XX fight to the death" without any indication of why he act that way is reasonably rare.

Edit: Ascalaphus did a very good post.

Andoran

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

Our system is having some issues processing card game subscription starting orders (and maybe some others) at this time.

I am confused about the meaning of this.

If it mean that the subscription to the Skull & Shackles Base Set is what is blocking order 3208888 yes, fell free to do whatever is needed.

Andoran

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

I'm pretty sure that

SU doesn't provoke, unless otherwise specifies sets up the general
No where in Alchemy SU does it say Extracts provoke AOO. Yet right after that Bombs also SU specifically list they provoke.

Actually it say something slightly different:

PRD wrote:
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity.

Normally:

- drawing a non weapon-like item provoke and require a move action;
- any ranged attack provoke, including throwing objects and you use a standard action to throw an item.

Using bomb instead require a single standard action that provoke only once.

Andoran

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

Well, now you are making a case for specific vs general.

Generally, Supernatural abilities do not provoke.

Except, there is nothing that specifically notes drinking an Extract provokes.

This would mean, that without specific noting that it provokes, than we are to go to general as default.

So, without having them count as potions, for at least determining whether they provoke, then their is no reason to assume they provoke.

General:

1) Supernatural abilities don't provoke
2) Drinking potions provoke

Specific:
1) The alchemist Alchemy ability is a supernatural ability that say: Extracts "In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. "

Then it list in what aspects Extracts are different from potions:
a) "Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not"
b) "When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed."
c) "An alchemist can draw and drink an extract as a standard action."

The specific don't say anywhere that drawing and drinking the extract don't provoke, while it say that the extract work as a potion with specific exceptions.

For the alchemist drawing the extract and drinking it is a single action, so it should provoke only once (not once for retrieving a stored item and once for drinking a potion like item), but in the alchemist rules there is nothing about not provoking when drinking the potion like object.

- * -

The FAQ

FAQ wrote:

Alchemist: Does the Accelerated Drinker feat from Cheliax, Empire of Devils allow a character to drink an alchemist extract as a move action?

No.

This is more an errata than a FAQ. It say that a feat published in a book that was printed in 2009 hasn't taken in consideration a class presented in a book printed in 2010.

What it say is that you can't "almost-quicken" an extract with a feat. The reason is fairly clear: an extract is way stronger than a potion.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Sara Marie wrote:
Most payment issues are resolvable by the customer going to the order history page and retrying from there.

My order 3208888 is still struck, but I don't see any option to retry in the order history page. I don't know if it is struck because there is some material in my sidecart and that somewhat has blocked the system. As the cost to send material oversea are pretty high I want to get a single shipment if possible.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Drejk wrote:
BigDTBone wrote:
Arikiel wrote:

Kosher pirates?

That brings up a funny mental image. Though I think I have a new character idea for Skull & Shackles. :p

Hmm... What's in this grog, exactly?

Remember that insects (with a very few exceptions, I am looking at you locust) are not kosher - if you don't clean your sugar cane carefully, it might be contaminated by whatever insects live on sugar cane, contaminating the rum and then contaminating the grog making it impure.

Remember, always clean your sugar cane...

Casting Purify food and drink is enough to make it kosher?

Andoran

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


I think the wording should mean "+4 shield bonus to AC" and "CMD"

Exactly my point: a "+4 shield bonus to CMD" has no effect as a shield bonus isn't applied to a character CMD. So it should be something like a "+4 shield bonus to AC and +4 competence bonus to CMD".

Andoran

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

Shield of Swings (Combat)

A wild frenzy of attacks serves to bolster your defenses.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.

PRD wrote:


A creature's CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier

The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Shield bonus to CMD? The RAI is clear, you get a +4 to your CMD, but a shield bonus to CMd do nothing.

- * -

About Jack question:
you surely halve all the damage dealt by the weapon, magical bonuses included.
I would halve the damage from the sneak attack too, but some GM can feel differently. Check with yours.

Rider effects, like poison or the spell delivered by a spell storing weapon wouldn't be affected by shield of swings.

Andoran

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

You can sell to the low level adventurers ...
Let's what has brought from shopkeepers our party of 5 in Reign of winter so far (we are 6th level):
+1 greatsword, Wand of scorching ray, Scroll of dimension door, Scroll of resist energy cold 7°, 3.000 gp of components to make magic items.
The wand was new, so no leftover item from other adventurers.

Carrion crown, party of 4, level 10:
- Ioun stone +1 AC, a couple of potions CLW, it was all that was available in the starting village.
- mithrail plate mail, mithrail agile plate mail +1, rapier +1, bastard sword +1, wand CLW (new), buckler +1, some weapon blank, 2 strength rated masterwork composite longbows, scroll di remove disease 12°, potion of protection from evil, scroll of air bubble, scroll of water breathing, amulet of natural armor +1, custom made stat enhancing items with constitution +1 and wisdom +1 (our GM allow the use of stat boosting items with uneven bonuses) 12.000 gp of components to make magic items, 2.500 gp of inks for my spellbooks.

The best seller are:
- weapons
- components to make magic items.

Selling left over magic items isn't easy at all.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
LazarX wrote:
Diego Rossi wrote:
I don't have the correct references at hand but there is a tale than while one of the big temples on Rome hills was being constructed a crafter proposed a steam powered lifting machine. The Cesar of the time rewarded him for his cleverness but said "I can't use it, it will put a lot of people out of work and my peasant need to work to live. I don't want revolts."
I think you're thinking of Hero from Classical Greece, known for steam powered inventions that never got a single pratical application off the ground. He's written up with appropriate humor and satire in the Marvel Graphic Novel "Epicurus the Sage", one of my favorites in the old MGH line.

Probably it was a project based on Hero Aeolipile but it had useful applications, it was meant to move columns up the side of a hill. It was simply refuse as it would have put too much people out of work. Panem and circenses require people to have some income, even if it is a poor income.

Andoran

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

Hey, I said didn't say it wasn't strong! I said that other than that and a couple other things, the book isn't that bad.

Sorry, I misread what you meant.

Lately there a lot of abilities that don't seem so strong alone (but often are) that when mixed together become horrendously broken.

From another thread, check the last sentence of the cloak of feinting:

Quote:


If a swashbuckler wearing the cloak of feinting performs the superior feint deed or uses this cape’s ability, the opponent is also dazed until the start of the swashbuckler’s next turn.

AFAIK the superior feint cost a standard action but has no other cost, so it can be repeated forever.

With this item a swashbuckler with the superior feint deed can daze lock a target forever. End of the encounters with a single big BEEG and of a lot of encounters where there is only 1 worthy adversary while the others enemies are low level lackeys.

Andoran

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

Forget Animal growth. Polymorphs only meld equipment when used to turn into an animal, dragon, elemental, magical beast, plant, or vermin unless the spell itself overrides the general polymorph rules.

What happens when a halfling archer bard uses Alter Self to turn into a half-orc or a human turns into a ratfolk?

Then there's Giant Form. That's pretty much always a size changer. Undead Anatomy can be a size changer as well.

This is not a niche problem for druids with a specific feat. It potentially comes up every time someone builds an alchemist or bard as an archer or gives a magus a ranged backup weapon.

I was making the same mistake. Animal growth don't polymorph you into an animal, it is a transmutation spell but it isn't a polymorph spell, so with this feat it become a way stronger enlarge person: +8 size bonus to Strength and a +4 size bonus to Constitution, -2 to dexterity and 2 points of natural armor vs +2 size bonus to Strength, a –2 size penalty to Dexterity.

Andoran

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


:( That is really a bad idea. This millisecond I am an animal, the next I am not, I can change my type at will. And that will not generate confusion?

My ACG is still in the Paizo deposit, but I am not losing much if that is an example of the content.

There's also a feat that lets most divine casters add their Charisma bonus to their saves. Other than that and a couple of other things, though, the stuff in the book isn't too overpowering. Very poorly edited, but not overpowering.

[sarcasm]Oh yes, giving one of the strongest abilities of paladins to inquisitors, clerics and oracles at the cost of a feat isn't a strong ability.[/sarcasm]

That is the reason why it was part of the capstone ability for the Enlightened Philosopher archetype oracle.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Rikkan wrote:
LazarX wrote:
Where is the inconsistency? It can't be in the name, as Animal Growth clearly is a spell that makes Animals grow, and in the context of the game, humanoids are NOT animals. It also clearly specifies in the spell target being animals. As a spell clearly intended NOT to enlarge player character types, it's totally consistent.
If you have the feat animal soul
Animal soul wrote:
For example, you could cast animal growth or reduce animal on yourself, even though those spells normally affect only animals.

you can cast it on a humanoid.

The problem is, I don't know if when under the effect of animal growth, my damage is based upon the size of my arrow or the size of my bow.
PRD - Animal growth wrote:

All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.

PRD - Enlarge person wrote:


All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Reading the text of the two spells my conclusion is that the damage of the arrow would be based on the original (not enlarged) size even when under the effect of animal growth.

Reduce animal don't have this problem as ti say: "This spell functions like reduce person, except that it affects a single willing animal."

Andoran

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

If I as a medium druid cast animal growth on myself.

Do my arrows deal damage as if they were medium or as if they were large?
How do you get to cast Animal growth on yourself? You aren't an animal, even when wildshaped.

Rikkan: This is exactly why we need consistency, a general rule, for without it one of two things happen: People don't know what to do (confusion) or you have to repeat the rule(s) every time a size-change comes up.

Diego: There's a feat in the new Advanced Class Guide that allows for it. The feat allows you to be treated as an animal, but only when you want to be (so yes to maximized awaken, no to favored enemy).

:( That is really a bad idea. This millisecond I am an animal, the next I am not, I can change my type at will. And that will not generate confusion?

My ACG is still in the Paizo deposit, but I am not losing much if that is an example of the content.

Andoran

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

If I as a medium druid cast animal growth on myself.

Do my arrows deal damage as if they were medium or as if they were large?

How do you get to cast Animal growth on yourself? You aren't an animal, even when wildshaped.

Andoran

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

If you want a sensible economy you can't just tweak and mend around the edges, you'd have to throw the whole thing out and start again from scratch.

One shallow example, a Wizard crafting magic items can use 500gp of components to make 1,000gp of magic items every day. Work 5 days a week 40 weeks a year and you're pulling down 100,000gp a year. At level 3.

Everyone with an Int of 11+ should be training to become a wizard. Magic items should be churned out in massive quantities. Wages of wizards should plummet.

One deeper example. Capital doesn't matter and all professions pay the same. Profession poet? Needs no capital and pays X. Profession mill owner? Needs massive capital investment and also pays X.

As usual when people make this example, you are forgetting the part about selling what you produce.

If you spend the whole day producing magic items you aren't selling them, you aren't promoting your activity, you aren't even buying the components to make the magic items.
You would end selling your magic item at 50% of the market value, exactly the production cost. If you want to simulate the magic item production and sale you need to use the Ultimate campaign ruels, and with those your return substantial but way lower.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Captain K. wrote:

When a mug of ale is only 4cp, it's quite hard to blow it on wine, women and song.

A bottle of good wine cost 7-10 €, a bottle of great wine can cost 2,500 € of more. There is people that burn teens of thousand of euro in a single evening in wines alone.

If we use the same numbers a mug of beer cost 4 cp, a mug of great beer cost 10 gp. How many mugs in a evening?

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