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Diego Rossi's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 8,701 posts (8,922 including aliases). 1 review. 1 list. No wishlists. 5 aliases.


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Liberty's Edge

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kyrt-ryder wrote:

Eeexcept it totally is RAW.

Fast Healing is accelerated Natural Healing. Plain and simple.

But natural healing isn't what the feat require. it require magical healing or resting.

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Timebomb wrote:

A Salve of the Second Chance is 800 gp to make and casts Resurrection on a target (yes, it is cheaper to make the salve than get a diamond for the spell). Then restoring the 2 negative levels (2560 gp paid to a 7th level cleric), and then you're good.

Between 2.8k and 4.16k and your character has a second life (albeit in a possibly different body). Not that expensive.

To the OP, there is nothing in the description of Reincarnate that impedes the PCs from Reincarnating an NPC, assuming "the subject's soul is free and willing to return" and "a creature that has not been turned into an undead creature or killed by a death effect" are satisfied.
If the demons managed to trap the soul somehow, raise the head as an undead, or the NPC happens to enjoy the afterlife he has earned then the PCs would have a problem.

Resurrection =/= Reincarnate.

The salve cast reincarnate.

- * -

Level 8 standard wealth: 33,000 gp

Resurrection: 10.000 gp diamond + 910 gp to cast the spell as a minimum price
13the level caster (that normally can be found in a metropolis and there is no metropolis in the area)

For 8th level character to know a 13th level cleric or 14th level oracle is possible but uncommon.
To have 11.000 gp in cash lying around even rarer.

Reincarnate is a possibility but the target can be unwilling to return as a random humanoid.

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Johnny_Devo wrote:

A friend talked about this build concept, and I was wondering if everything worked the way we think it does.

The basic idea of it is that the magus becomes less of a crit build and more of a two weapon fighting build. However, the magus can still combine spell combat with a reach weapon, since the double-chained kama can be wielded instead as a one-handed weapon with reach.

That isn't what the weapon description say. It say:

PRD wrote:
The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack

Very different from "can use the weapon like a one handed weapon".

Instead it is using it as a 2 handed weapon that can make a single reach attack in one round.

Johnny_Devo wrote:


So basically, I want to make sure and clarify a few things.

Does the Kama: double chained actually qualify as two weapons for the purposes of the feats for two weapon fighting?

Quote:
can attack as if armed with a single kama in each hand

So:

Yes

Johnny_Devo wrote:


Can a character freely switch between modes of wielding to suit the situation?

No, the weapon description say that you can "extend the chain to make a single reach attack". That "single" is extremely limiting.

Even making with a full attack, if you use it as a reach weapon you are limited to a single attack.

Johnny_Devo wrote:


Does using the chain as a reach attack actually make it into a one-handed weapon, similar to a whip? Or is it now a two handed weapon?

Two handed weapon.

Johnny_Devo wrote:


If the above counts as a two handed weapon, could you instead drop the kama in your off hand as a free action, preform your spell combat, and pick it back up before the end of your turn as a free action?

That is tricky.

RAW the weapon type don't change but RAI I think it will change.
I would allow it.

All the above is a typical example why eastern weapon with unusual abilities aren't a good idea unless they come with a detailed description on how they interact with the other parts of the game.

Liberty's Edge

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As written:
you must roll your save 6 times in 6 consecutive rounds.
If you fail it once you become unconscious for 1d2 minutes.
If you save 2 times in a row the poison is cured and you don't need to make more saves.

So, barring unusual abilities or effects, only the first 2 saves matter.

If you make them the poison is cured. if you fail one of them you are unconscious.

You may need to roll the other STs if you roll that you stay unconscious 1 minute. A further failed save would have you reroll the duration, applying the longer period of unconsciousness.

How long a poison has has no bearing on how long his effect last.
If a poison with 1 minute duration kill you, you stay dead even after the end of the minute.
:P

Liberty's Edge

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To give some rule citation in support to Claxon and co.:

Prismatic Wall wrote:


Effect wall 4 ft./level wide, 2 ft./level high

The spell define a effect that cover a specific area. Items or creature that don't touch it aren't affected by it, as with all other spells with a defined area of effect.

Liberty's Edge

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TGMaxMaxer wrote:

StabbityDoom, please find for me another description of Natural Healing in the book.

Anywhere.

The only place in the Entire Paizo core line, where Natural Healing is defined, is the one I quoted.

So, if Fast Healing also references Natural Healing, then it refers to HP gotten back as if by resting.

There is no place where resting regains HP. There is only the place where Natural Healing triggers when resting, which grants you HP equal to your character level. That's it.

For those arguing that it's a SU ability that grants it, so qualifies as magical, it's unnecessary. It already counts as the only possible method of getting healing by resting, being magical has no bearing either way.

If you think it's OP, then ban it. But, per the rules, and this is a rules question, it works.

PRD wrote:

Rest

You can use downtime to rest and recover. It is assumed that you spend 8 hours resting at night, which allows you to recover 1 hp per level per day and 1 point of ability damage for each affected ability score. If you spend a full day of downtime resting in bed, you recover another 1 hp per level per day and another 1 point of ability damage for each affected ability score.

PRD wrote:


Natural Healing: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.

Liberty's Edge

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TGMaxMaxer wrote:
Bestiary Universal Monster Rules: Fast Healing (Ex) wrote:
A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Bold Mine.

CRB Additional Rules, Healing, Natural Healing: wrote:

With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.

So, the only reference in Fast Healing is that it works like natural healing. Natural healing is defined as resting, no other entry describes any other means of natural healing. Fast Healer triggers on resting or magical healing. So, Fast Healing = Natural healing = Resting.

It works perfectly by the rules, only people who think HP attrition is the GM's job think otherwise.

What you bolded is not relevant for the feat.

The feat say:

Quote:

Fast Healer feat:

Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

The feat check if you have rested. If you haven't rested for 8 hours you don't get the extra hp. It don't intercat at all with fast healing.

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Fly give you a a fly movement speed, spider climb give you a climb movement speed, other spells can give you other kind of speed (burrowing, swimming), mostly as an effect of changed forms.
Something that give you a enhancement bonus to your movement speed without further specifications should work with all the kinds of movement speeds you have.

I suspect a good number of GM would balk at that, but seeing what is lost for getting that ability I would say that it is an intended feature.

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dragonhunterq wrote:

YAnd Orfamay, I don't suggest that Craft (Armour) now allows you to make guitars - that's absurd, It allows you to enchant a guitar. There is a difference.

You are the one that think that the ability "enchant guitar" can be used on a bow.

You need permission to use a skill that isn't listed under the appropriate Craft section. You don't get it so you can't enchant the item.

Non getting that is failing at rule comprehension.

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More Lupin the III

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dragonhunterq wrote:
Kudaku wrote:


Quote:

From my understanding of the feat you can't take Master Craftsman more than once, and the feat stipulates that you must use your chosen skill to make the item. IE if you take Craft Magical Arms And Armor you have to choose to specialize in Craft: armor, Craft: weapons, or Craft: bows. Depending on what skill you choose you're utilizing between 50% and 10% of Craft Magical Arms and Armor compared to a normal caster, who pays a feat less than you and only has to worry about spellcraft. If you take Craft Wondrous Items, your best bet is either Craft: Jewelry/Profession: Jewelsmith or Craft: Clothing/Profession: Tailor, both of which gives you access to less than half the options offered by the feat.

Conversely you can argue that you can use your chosen skill to make ALL skill checks needed with the feat. That makes the feat better (giving you half the advantage of a spellcaster) but many GMs will balk at the idea that your great skill at basketweaving makes you qualified at making elixirs, magical incense, a folding boat, a clamor box, an escape ladder, a portable hole, a manual of war and a submarine.

The section I've bolded does not exist. Seriously, read the feat again.

Please let me know where in the feat it says I must use a skill appropriate to the item I'm enchanting.

Please let me know the profession skill that allows me to craft any single wondrous item, armour or weapon.

Please let me know where the feat says that the skill I choose is restricted in any way.

There are no such restrictions or limitations other than personally disliking Profession(hairdresser) allowing you to make elixirs, magical incense, a folding boat, a clamor box, an escape ladder, a portable hole, a manual of war and a submarine.

The reality is that you are using the skill to enchant the item, to draw and bind the magic in to it. You are not creating the base item.

That's where GM oversight comes in. Make the players justify how Profession...

PLe4ase, point out where the feat override this: "Creating Magic Armor - Skill Used in Creation: Spellcraft or Craft (armor)."

"Creating Magic Weapons - Skill Used in Creation: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons)."
and so on for all other crafting feats.

The feat don't override that rule, so it don't allow you to make items not covered by the skill.

You need specific exception.

Edit: I see it was said a few times already, but "repetita iuvant".

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DungeonMastering.com wrote:

True, with an asterisk*

Per Wikipedia:

"A bird's velocity is necessarily variable; a hunting bird will reach much greater speeds while diving to catch prey than when gliding. The bird with the greatest airspeed velocity is the peregrine falcon, able to exceed 320 km/h (200 mph) in its hunting dives. The greatest self-powered horizontal flight speed is achieved by the white-throated needletail, capable of such speeds as 169 km/h (105 mph), typically during mating rituals."

So a diving Dragon going 90mph? Sure. I saw that Dragonslayer movie. But 90mph having to turn around, start from a dead stop & fly through a cave? Eh.

I suppose you use the same logic for the PC flying or land movement, yes?

So a flying character can't move in whatever direction please him at the start of a round but must make a flying check and pay the appropriate cost?
A character running at x4 will not suddenly stop and swing his sword, but instead he will have spend the next round to decelerate at normal walking speed?

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Owly wrote:
Nefreet wrote:

You can use the Run action with other forms of movement, such as Fly, Swim, and even Climb (so long as you have the relevant movement speed and a straight line to do so).

Neither the Run or Speed sections are limited to land speeds.

The only occasional restriction is that "You can't run across difficult terrain or if you can't see where you're going", and I believe with Air Walk you ascend at half speed, which could be interpreted as "difficult terrain".

EDIT: added more words.

Under the definition of the "Fly" spell, it reads "The subject of a fly spell can charge but not run."

And I see no other indication in the rules of Fly, Flying or Movement that a flying character can move any faster than their fly speed, with the exception of Air Walk, which reads "The subject can tread on air as if walking on solid ground."

Show me where you're getting this interpretation please, and I'll change my mind.

It is a limitation that apply specifically to the fly spell and its derivate, it is not a general rule.

My personal interpretation is that spells that give a magical fly speed are limited to that speed for each move you take.

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alexd1976 wrote:

"(D) Dismissible: If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.

A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn."

Dimissing it ends it. You become solid, and fall.

There is a little problem with your interpretation, the part I bolded.

PRD wrote:

Wind Walk

...
Components V, S, DF
...
You alter the substance of your body to a cloudlike vapor (as the gaseous form spell)
...
Gaseous Form
...
It [the target of the spell] can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form.

If the cast is in gaseous form he can't dismiss the spell.

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Order of events:
- The baddie cast a spell/use a SL /SU/EX ability. The GM don't announce what it do, often done when the players don't know that the attacker can do. (He is a vampire witch, he is trying to curse our friend or to dominate it?)
- the target roll his save.
- the GM announce if the save was successful or not
- the target, on a failed roll, decide if he want to reroll or not
- then what the attack do is revealed.

That sequence respect perfectly the ability requirement.
The target know that the save was a Will save and that it was failed, he don't know what the attack do.

@Trekkie90909
To reply to your example: you know that the attacker has used color spray before and he is using some spray of light on you. But, unless the GM announce the spell name, if could easily be a Heavens oracle that was able to affect your companions thanks to its Awesome Display ability and now is casting prismatic spray on you.
A good number of GM would announce the spell name for speed of play, but when there are these abilities in the party we should keep them in consideration and avoid doing that.

@Claxon
The unrevealed result can be HP of damage, dominated or charmed or suffering from misfortune and so on.

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PRD wrote:


When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

and

PRD wrote:


Big Creatures and Cover: Any creature with a space larger than 5 feet (1 square) determines cover against melee attacks slightly differently than smaller creatures do. Such a creature can choose any square that it occupies to determine if an opponent has cover against its melee attacks. Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine if it has cover against you.

So most creature with reach aren't hindered by the soft cover provided by medium sized creatures.

About your question, the reply is in the ability description:

PRD wrote:


Benefit: When you wield a reach weapon with which you are proficient,

The creature with natural reach is wielding a reach weapon?

If it is using a appropriate size longspear, whip and so on, the reply is yes and benefit from the ability.
If it is attacking with his claw, bite or a non reach weapon, the reply is no and the ability doesn't apply.

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I suppose we are speaking of a swarm made of fine or smaller creatures.

Carpet: entangled, possibly held in place until the swarm make an escape check. No damage.

Sack: as above, but with some possible damage if the creature making up the swarm are large enough that they can't leave the sack through the mesh (I assume a canvas sack). Probably 1d6.

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Matthew Downie wrote:
But it is not clearly defined what counts as distraction. Does climbing count? Swimming? Walking? Running? Bad weather?

It is not "X count as a distraction", it is "doing X count as a distraction when doing non-X, if X is the activity on which you are concentrating."

So if you are swimming and want to take 10 on your swim check you can't take 10 on a perception check.
If you want to take 10 on the perception check you can't take 10 on the swim check.

Special circumstances can change that (like having a natural swim speed that give you the ability to take 10 when swimming, even if distracted).

For an human walking is his normal mean of locomotion, so it don't count as a distraction.

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wraithstrike wrote:
_Ozy_ wrote:

I don't agree. I can walk and chew gum at the same time, both with 'take 10' skill checks.

There might be some skill checks that are distracting, but it is not a general rule that all are, nor is that supported in any RAW that I've seen. For example, taking 10 with perception and taking 10 with a knowledge check of that creature I just perceived would be good examples of two 'take 10' checks that are perfectly acceptable together.

Alo this:

Quote:

You can't take 10 because you are already doing another action and taking 10 doing it.

That count as a distraction for different actions.
Doesn't apply to either passive perception or knowledge checks, those aren't actions.

You have a point. I guess you can look at it as either you are distracted or you are not. So if you are not distracted then you cane take 10.

I think DR was saying that since you are focused on climbing you can't just look around, but then again reactive checks are made all the time just to see the mountain you are climbing. Once again a different opinion of distracting is causing an issue. Also if you can take 10 while climbing it could be argued that is is not really that distracting so you are free to also take 10 on perception checks. There are really are no rules saying that climbing or swimming are a distraction.

When this is answered I will be sure to bring it up.

It is very much in the rulebook:

PRD wrote:
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10.

Doing something different count as a distraction.

The task you are doing wouldn't count as a distraction for itself, but it will count as a distraction for other tasks. If you are concentrating on something you are distracted when resolving unrelated skill checks.

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wraithstrike wrote:
Diego Rossi wrote:
wraithstrike wrote:

It seems that different people have different ideas on what counts as immediate dangers and distractions that would make taking 10 not possible. I understand that every possible case can not be listed, but I think the following list can be answered and if possible we would like a good rule of thumb to follow.

Do the following prevent taking 10 while not in combat?

Swimming

climbing

Perception (to locate a trap)

Perception (reactive check to locate hiding enemy)

Disable device (disarm a trap)

You can take 10 on all those check out of combat, you can't take 10 with other skills while doing those action.

I.e. you can take 10 to climb a mountain but wile you are climbing you can't 10 with your perception check. To do that you need to stop in a reasonably safe position.

I am asking because other take 10 threads have stated that you can't take 10 for activies where failure would cause bad things to happen. I have seen it enough that I know it is a common mistake so I figured an FAQ might be needed.

Also, why can't I take 10 on perception while climbing?

If the idea is that I am not in a safe location why would be allowed to take 10 on climbing?

PS: I had not thought of it until you brought it up, but it is a good thing to bring up when the FAQ comes around unless someone can provide an answer before then.

You can't take 10 because you are already doing another action and taking 10 doing it.

That count as a distraction for different actions.

You need to reach a safe position because if you are in a dangerous position you are still climbing. As long as you are making climbing checks you can't take 10 with the perception check unless you decide that your main activity is to do the perception checks. And at that point you take 10 with the perception check and roll the d20 for the climbing check.

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BigNorseWolf wrote:
Because taking 10 is something the PLAYER does. Not something the character does. Whether the character knows about the teeth that climb is irrelevant.

Taking 10 is the game system we use to show that a character id dedicating a normal level of attention to a task. So it is not something that the player is doing. It is the character that is dedicating a normal level of effort and attention to a single task.

R.L. example: you drive a car. You aren't talking to the telephone or with the girls on your side, you aren't drunk, you aren't preparing mental notes for the next meeting. You are taking 10 with your driver skill check.

But driving is a dangerous thing. People die every day while driving.

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wraithstrike wrote:

It seems that different people have different ideas on what counts as immediate dangers and distractions that would make taking 10 not possible. I understand that every possible case can not be listed, but I think the following list can be answered and if possible we would like a good rule of thumb to follow.

Do the following prevent taking 10 while not in combat?

Swimming

climbing

Perception (to locate a trap)

Perception (reactive check to locate hiding enemy)

Disable device (disarm a trap)

You can take 10 on all those check out of combat, you can't take 10 with other skills while doing those action.

I.e. you can take 10 to climb a mountain but wile you are climbing you can't 10 with your perception check. To do that you need to stop in a reasonably safe position.

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"Wielding" in the rules generally (but not aways [some writer have used it differently]) mean "actively use".

You actively use a shield wearing it and using it to gain an AC bonus (and with the scizore you do exactly that when using it for the AC bonus), with a weapon it mean attacking or having attacked with it during your round.

Sometime wield has been used as "having the items in hand, ready to be used", but that usually happen for thing that are reactive, like taking a AoO.
You must read the rules in context.
having several developers and freelance contributors mean that sometime people use the same word in different ways.

Using the scizore for the Ac bonus isn't exploitative. It is a better weapon that a small shield, but the net effect is very similar.
You get a shield bonus to your AC. You can attack with the item but you lose the AC bonus.

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It is not melded, it is using a form of movement.

PRD wrote:
Earth Glide (Ex) When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.]

A mole burrowing in your garden is melded with the earth? No.

Same for the earth gliding creature.

"Mended" is a completely different state, like a summoner melded with his eidolon.

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Slaine777 wrote:
Archaeik wrote:
I addressed this before. A Dread Wraith should have no issue pinpointing living creatures in the range of its lifesense (they would still benefit from concealment however). But yes, it is a wrinkle if the ghost doesn't have such specials.

I'm not sure that lifesense would help it in this situation.

Quote:
Lifesense (Su) The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Quote:
Blindsight (Ex) This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
Quote:
Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

Bolding mine.

I could be wrong but I think being in the wall blocks line of effect even for incorporeal creatures.

Lifesense don't help at all against a ghost. It is not a living creature.

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An inquisitor of Cayden interested in freeing the slaves in the hellknigths town can be acceptable?

I am going to start GMing the adventure for my group this summer, you think it will be a problem'

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Entangle wrote:
Area plants in a 40-ft.-radius spread

It affect the existing plants. No plants, no entangle.

On the other hand: "An enemy starts their round standing on a wooden tower that is 20 feet tall. The tent is (logically) situated on ground that is legal for entangle. The enemy casts entangle in such a way that it affects the squares underneath them."
The enemy has a wooden floor under his feet?
If so he can't target the square under him. He should target a square he see.
As the AoE is a spread, this apply:
"A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes."
so probably the AoE will be somewhat deformed by the presence of blocking terrain, like a tower walls.

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voska66 wrote:
CommandoDude wrote:

How do?

The GM for my home game has ruled that we can't purchase magic items above the purchase limit of cities. We are 12th level, and I am a cleric who can teleport across the world and plane shift to other dimensions, but the largest city we can get to has a purchase limit of 30k.

Basically, the casters in our group (including me) want to get +6 headbands which are 36k priced. How do we do this? I do not believe that a 12th level caster who can literally reach anywhere in the universe via planar travel (my common tactic of getting anywhere on the same plane is to plane shift to a different plane and then plane shift back around whereabouts I want to go) can't get a dang +6 headband.

Have a rogue in the party take Black Market ties. With DC 25 diplomacy check the rogue can raise the purchase level of small city to that of Metropolis which has purchase limit of 100,000 gp. With out check they it's 50,000 gp. Also if you don't have that a small city has 1D6 major magic items. Since a headband +6 is major magic item the possibility exist that it could be in any number of small cities or large towns (1D4).

Don't work that way.

PRD wrote:
Base Value and Purchase Limit: This section lists the community's base value for available magic items in gp. There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to a larger city, or (with the GM's permission) search for a specific buyer in the city with deeper pockets. A settlement's type sets its purchase limit.

What matter for him is the base value, not the purchase limit.

They can sell a 100K item in a metropolis, but they can buy only a 16K item.

In a Magically Attuned (+30% base value), Prosperous (+50%), Strategic Location (+10%), Tourist Attraction (+20%) metropolis they could buy a 33.600 gp item.

On the other hand a rogue with Black Market Connections and the ability to make a DC 35 diplomacy check could find any item.
To quote:
"With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale."

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Plane shift is a 5th level spell for a cleric. On the other hand, appearing "5 to 500 miles (5d%)" from your target location isn't a good way to get to the shop.
It is a good idea to have air walk pre-cast when doing that. 2/3 of our world is water and drowning because you have appeared in the middle of a lake or sea isn't nice

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CommandoDude wrote:
Diego Rossi wrote:


Sorry, but unless you have rolled your stats and got bad results, your wisdom is a direct consequence of your choices.

Yeah, I "chose" to play a super MAD class that had to precariously juggle his stats. Under the impression I could "choose" to make up the drawbacks of not having a sufficiently high casting stat with magic items.

Unlike "some" classes, I can't have like two or three dump stats.

But yeah, thanks for the "advice."

Clerics are a super MAD class?

15 point buy = 3 14 without dumping anything. +2 in wisdom = 16.
+3 stat increase = 19
+4 item = 23

Dumping intelligence to 8 the starting wisdom rise to 15, 17 after the racial adjustment. You could have 24 wisdom at level 12 without problems.

A perfectly viable character, reasonably capable in melee combat and with a good casting stat. Low in skills.

Or you could lower your strength or constitution by 1 point and keep a intelligence of 10 while starting with a wisdom of 17.

I fail to see how making a cleric with a wisdom of 16 at level 12 is a fault of the GM.

Cavall wrote:


That's entirely unhelpful to his question.

Sure, but he has chosen to be in that situation and now he coming at the forum trying to get us into browbeating his GM with rule citations to help him.

If the GM where giving to every member of the party a +6 items of their choice he would be in the same situation: he would have 22 wisdom with the witch having 28 intelligence.

He has enough wisdom, with the +4 item, to be able to cast level 9 spells, so he is not suffering from any real damage to his character.

Rule citation

PRD Wealth by level wrote:


12 108,000 gp
For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins.

So, a balanced approach say that he shouldn't have more than 27.000 gp in "other magic items". A item worth 36.000, like a headband of Inspired Wisdom +6 , is above that suggested limit.

Buying a 36K item, if his group members have the suggested WBL will almost certainly create some serious shortcoming in other parts of his equipment. It is not a good purchase for a 12th level character.

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Let me get it straight: you have made a cleric with 16 wisdom and never put a point from the stat increases in wisdom? Or you have started with 13 wisdom.
That are the ways to have wisdom 20 at level 13 with a +4 item.

Your game don't seem to be a low buy point game as the witch has 26 intelligence, i.e. a starting value of 19, so I suppose you have other high value characteristics. Characteristics where you have spent your 3 stat increases.

Sorry, but unless you have rolled your stats and got bad results, your wisdom is a direct consequence of your choices.

Liberty's Edge

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The problem is that the character don't speak "ice body language", he speak in a language that require breathing and spells with verbal components say: "To provide a verbal component, you must be able to speak in a strong voice."

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The spell say:

PRD wrote:


Your form transmutes into living ice, granting you several abilities. You gain the cold subtype and damage reduction 5/magic. You are immune to ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can't use potions) or play wind instruments.

It don't say "you can't speak", but the no breathing part seem to imply that.

So the question is:
You can speak?

The implications of the answer are very important for spellcasters.

As written I would say that the subject of the spell can't speak, use breath weapons and so on, but it is a implied thing.

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The best of games to you all!

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:(
Three meele characters already have been chosen. I think I am out of the run.
But the description of why he has chosen every character is awesome.

Liberty's Edge

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I haven't analyzed the rules in detail, but I think that the trick is to ask people to live like someone with that kind of income.

You pay the cost of living in your game? Those cost add up in a campaign with long downtimes.

PRD wrote:

Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.

Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.

Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.

Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.

Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.

The character has an house? If he is earning hundred of thousand of GP in a year I suppose he is living in a villa with plenty of servants.

He pay for people that guard his establishment and protect his assets?

The location where he live can support the kind of establishment of which we are speaking? There is a market in operating distance?

If the character is taking all the profit from the shop and using it to make magical items there is a problem. if the character is using it as a rich person would use it the problem exist but is smaller.

In a recent high level adventure we ran part of the treasure was 62 200 gp dresses. Perfectly appropriate (and even too few and cheap) for someone with that kind of income.
In our word you can buy handbags that cost 20.000 € and more with ease, I doubt that it is different in Goalrion. With my non official exchange rate that is a 400 gp handbag. The whole no magical outfit that will go with that and maybe will be used only once in a lifetime? Several thousand of gp.

The simplest way is to say "By rules you are entitled to X gp of gear at your level, as show by the WBL tables. You can get halfway to the WBL appropriate for the next level, beyond that you are limited to non adventuring gear."

Or another way is to limit the ability to overcast when crafting. If the character can only make +3 weapon because he is 9th level and can't overcast to make a +4 weapon the benefit of having a wast reserve of cash is lessened.
Naturally you should limit the availability of magic items at the local magic mart too.

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Reply:
No

You are happy?

Long reply:
Cover require a hard cover, a cloth or leather backpack isn't enough.

Concealment:

PRD wrote:
To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment.

Not fulfilled.

PRD wrote:


When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment. When making a melee attack against a target that isn't adjacent to you, use the rules for determining concealment from ranged attacks.

Not fulfilled.

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I think that having your backpack dripping with blood and gore (and having your back liberally covered with them) will worry people a bit.

A bloody skeleton is bloody:

PRD wrote:
A bloody skeleton is coated in a slick layer of blood and gore infused with negative energy.

Liberty's Edge Goblin Squad Member

Thod wrote:


Rank 1 is sufficient to find iron - actually no training at all is good enough.

But moving from 0 to 1 rank reduce noticeably the time you spend to gather from a node of the right kind.

Every rank reduce the time you spend gathering from a node, but the largest difference is from 0 to 1.

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CraziFuzzy wrote:
It does bring most prestige classes back to not being available until 5th or 6th level, which was always the design basis for them (this is why most of them have a skill rank requirement of 5 ranks - to limit it to 5th level or higher).

I have no problem with the ruling, I was only surprised to have missed it ant that there was no PDT post about it. I generally check the PDT post to see if there is some new FAQ.

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UnArcaneElection wrote:

^The description of Spell Synthesis says that the parent spells are both cast in one action, so they wouldn't discharge each other. With the limit of 1 use per day, it is a lousy enough capstone that it doesn't need a nerf even if the Mystic Theurge hadn't already been nerfed to uselessness by the SLA FAQ nerf.

Pathfinder Design Team wrote:

FAQ updated: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qow

Edit 7/12/13: The design team is aware that the above answer means that certain races can gain access to some spellcaster prestige classes earlier than the default minimum (character level 6). Given that prestige classes are usually a sub-optimal character choice (especially for spellcasters), the design team is allowing this FAQ ruling for prestige classes. If there is in-play evidence that this ruling is creating characters that are too powerful, the design team may revisit whether or not to allow spell-like abilities to count for prestige class requirements.

This has been changed? I see I can't find anymore the main post, but I can't find a post by the PDT retracting it.

I have found the revised FAQ, and there is no PDT post matching it. A pity as checking the PDT posts is way simpler than checking the FAQ for every book.

FAQ wrote:

Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?

Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".

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To cast a spell with spell combat the spell must come from the magus class.

hat limitation can be lifted with broad study:

PRD wrote:


Broad Study (Ex): The magus selects another one of his spellcasting classes.[/quote+

(I thought it worked only with arcane classes, but it don't say that, so it work with any spellcasting class.)

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PRD wrote:

Advancing Your Character

A character advances in level as soon as he earns enough experience points to do so—typically, this occurs at the end of a game session, when your GM hands out that session's experience point awards.

So the official rule is: "you advance in level when the the GM hands out the XP awards."

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You can't do it by RAW and you give the reason why I wouldn't allow it as an houserule:

Nardoz Zardoz wrote:
the answer is to save actions.

Deactivating a magic item has an action cost and quick steal isn't meant to be a way to bypass that cost.

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It is in the archetype:

PRD wrote:

Adept Exploits: A blade adept can select from the following additional exploits.

....

Spell Strike (Su): The blade adept can deliver touch spells with her bonded weapon. This works as the magus ability of the same name..

Blade adept, not exploiter wizard, so you need to use a exploit gained from that class and archetype or one gained with Extra exploit.

Maybe, after becoming a Exploiter Wizard, you can take Extra exploit as soon as you have a available feat as it give you an exploit at level 1, but it is a bit shaky.
And costly.

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kestral287 wrote:

Heartseeker is another one: since Precise Strike is precision damage and thus negated by concealment, a Magus would really like to not have to deal with concealment*.

...
*Admittedly, I'm a bit shaky on the official ruling for this one, but it makes sense in my mind. Negate the miss chance, you should still be able to deal the precision damage.
PRD wrote:


Heartseeker

Price +1 bonus; Aura moderate necromancy; CL 7th; Weight —

This special ability can only be placed on melee weapons. A heartseeker weapon is drawn unerringly toward beating hearts. A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.

PRD wrote:
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
DAQ wrote:

Concealment and Precision Damage: Does concealment (the 20% kind, not total concealment) negate all kinds of precision damage? There is some confusion from the multiple places where precision damage appears.

Yes, in general concealment does negate all kinds of precision damage, unless you have a special ability that particularly says otherwise like the Shadow Strike feat or the Unchained rogue’s sneak attack.

The FAQ don't speak of miss chance, it speak of concealment. Heartseeker don't remove concealment. I doubt it will allow you to sue precision damage.

To give a reason for that: to deal precision damage you need to aim to a weak spot, so you need to see or perceive it. With Heartseeker instead it is the weapon that guide your hand where the weapon want to strike.
Sneak attack specify that "The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot." and I think that applies to all precision damage.

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Entryhazard wrote:
Diego Rossi wrote:

I doubt that someone that routinely animate undead has positive channeling.

And using positive channeling while being carried by an flying undead can have .... interesting effects.

If he has the Death domain at level 8 this is a non-issue

He has the domain? Possible but not granted (LN, so he can be a cleric of Zon-Kuthon)

And irrelevant, as it say "Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy If the channeled negative energy targets undead, you heal hit points just like undead in the area." but I was speaking of using positive energy to harm the shadow

Entryhazard wrote:


Also, do you want to send a shadow against someone who has command undead?

It depend:

He has spent the feat for that? Again, not granted.
And his limit is 8 HD of undead controlled this way. That is 2 regular shados or 0 greater shadow, an encounter with an appropriate CR for his level.
and shadows can't harm each other.

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Spook205 wrote:
Claxon wrote:

I would. Caster's already get enough nice things, no reason to let him run roughshod over everything else just because he has magic.

There aren't rules for being carried, but they should be at least as bad or worse than riding a mount (which we have rules for). I would honestly just deny him his dex to AC and reflex saves until he was mounted up.

Note, he will either need to become small, increase the owb to large, or get the undersized mount feat to actually ride him as a mount.

He might just grin and bear the dex penalty. Given that he's already carting a tower shield (non proficient) and wearing plate mail (non proficient).

Cleric, meet shadow.

I doubt that someone that routinely animate undead has positive channeling.
And using positive channeling while being carried by an flying undead can have .... interesting effects.

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Claxon wrote:


Yeah, that might work. The player in question keeps trying to bring up that he's wearing a sort of 'harness' and hanging beneath the Owb as if it were a jetpack, as opposed to riding it though.
Spook205 wrote:
Claxon wrote:
Harness? Sounds like an exotic saddle to me.

Yeah, I treated it as an exotic military saddle when he went to a leathersmith. He was shocked to find out it'd cost 140gp.

He was further shocked when the leather smith said he'd probably need to see the creature being described to get the fittings right, and then balked when he saw the owb.

Currently the Owb's carting his butt around with muleback cords. I'm partially inclined to apply a dex penalty to both of them (sort of like quasi grappling) until he gets the harness and/or that feat mentioned higher up in thread.

Hanging with an harness below the owb? It seem grappled to me. As a minimum entangled.

He has no control on the creature movement unless he give it spoken orders.
The skeleton is non intelligent and will follow the last order.
He would be constantly jolted while flying.
The hob will have a light load of 306 lbs. A cleric in mithral will easily stay below that, but he is not on a saddle.

BTW, the flying skill of the undead, skeletal obw is +15 (perfect fly speed + dex 24 [+2 to dex for being a skeleton]). So, if commanded, he can do almost any maneuver, even if we give it a penalty for the guy hanging below it.

I would play it with the skeleton taking the orders literally. go there is "go there in a straight line". complex orders fail as the creature can't comprehend them.

Note that while harnessed the cleric can't move unless he is dragging the obw with him.

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GM Captain Trips wrote:


Diego Rossi - Jiulius Miller - Human Inquisitor (Spellkiller)

Not really important, but the archetype is "spellbreaker".

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