Same for Potions, Staffs, Wands.
But not Weapons, Wondrous items, Rods:
Rings have a different text again:
So, apparently, if I want to make a scroll, armor or staff capable to cast a wish I need to find 1 or more 25K gp diamonds.
If I want to make a luckblade or a ring of three wishes I need undetermined materials to enchant the item worth 25.000 gp for each wish, but I don't need to find a 25K diamond for each wish that the item will be capable to cast.
It can make a serious difference in some campaign,
- * -
You can change the 25.000 gp diamond to a 5.000 gp one used for a staff of life if the idea of a staff casting wish is troublesome, the problem stay the same, why some item require you to procure the exact spell components and some other didn't?
- * -
Just to avoid confusion, the rules don't say that you don't have to spend the money to pay for the components, only that you don't need to procure the exact component required.
I have posted this thread 3 and a half hours ago:
To be on the safe side I have hit the show command to make visible all the hidden thread, even if was sure not to have hidden it. it is still invisible to me.
Something similar happened November 3, when the posts made in the morning in Europe were invisible until late evening. That was possibly caused by the change in the daylight saving time in the US, a change that happened earlier in Italy, but this time it is different, as my posts in other threads are visible.
I have a question about the damage to objects when you suffer some kind of attack that deliver continuous damage to your body, like catching fire or being immersed in a pool of acid.
First, some rule citation [no question should miss them ;-) ].
1) Catching fire seem very simple:you make a Saving throw at DC 15 for each item worn, then, where applicable, you apply hardness and then subtract the hp of damage from the item. An item that saves take no damage.
2) Being immersed in a pool of acid I already more complicated. The procedure should be the same depicted above, but there is no clear indication of what kind of saving throw you must make.
3) Acid Pit.
So, the questions
Clarification: in my gaming group we usually use ST as a shorthand for Saving Throw. As the term appear a lot of times I have used this acronym.
Blood of the Moon wrote:
I think I get what this feat is trying to accomplish, but the description of what it do is very confusing.
Let's look what it say it do, and what I feel are the problem with that:
* At the beginning of combat, after initiative is rolled but before the first round of combat begins, you can attempt a Bluff check as a free action.
1) You can act this way during the surprise round even if surprised?
* Each opponent who is aware of you must succeed at a Sense Motive check (DC equal to the result of your Bluff check). Failure means that an opponent is treated as if it were not aware of you when determining whether it is aware combat has begun.
so far so good, but
* If none of your opponents are aware of you, you may act during the surprise round.
1) That mean that if even 1 of the enemies make is Sense motive check you can't act during the surprise round?
* If an opponent is effectively unaware of any foes, it cannot act during the surprise round.
1) Shouldn't be "If an opponent is effectively unaware of all foes, it cannot act during the surprise round."?
I am not native English, but to me the original phrase meaning sound as "If an opponent is effectively unaware of even 1 foe, it cannot act during the surprise round." The people with which I have played has always played as "If you notice even one opponent you can act during the surprise round. You lose your dexterity bonus against the people you haven't noticed until you become aware of them."
The witch hex Ice tomb has several holes in its description:
[quote?PRD]Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this hex again for 1 day.
1) what is the range at which it work?- 30', 60 like most major hex, line of sight?
2) It work on objects (and so it can target undead and constructs)?
3) A target that is totally immune to cold damage is still "paralyzed and unconscious" as an effect of a failed saving throw?
4) As Mathwei ap Niall as repeatedly pointed out, it say that the target "does not need to eat or breathe while the ice lasts" but it still need to drink, so he will die of thirst while unconscious after a few day of being encased in ice.
5) If the target make his fortitude Saving Throw, it is still encased in the ice, but not unconscious and paralyzed?
6) The ice duration seem straightforward: until it melt or the ice is destroyed.
7) Actually, the name notwithstanding, nothing in the Hex description say that the target is encased in the ice. It say "A storm of ice and freezing wind envelops the target,", not "You trap the target in solid ice" like Icy prison.
I recall a -20 modifier for trying to use Diplomacy to change someone attitude using a full round action instead of using 1 minute, but I am unable to find it.
- * -
Same deal for Intimidate and changing a target reaction. It require 1 minute. There is any modifier to use that a 1 round action?
I would like an opinion about the effect of being blinded by a supernatural effect for a life oracle with the lifesense ability.
What are the limitations to movement and combat for him?
Lifesense (Su) Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.
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.
To me the "You notice and locate living creatures" seem to mean that you don't overcome the blindness drawbacks to movement, not being flat footed against character using ranged attacks, even if they are within the 30' radius of your ability.
What is the DC of SU bard abilities when they say "allow the same saving throw" of spell X?
It is 10+ cha bonus + level of the spell x?
Or 10 + cha bonus + 1/2 bard level?
There is an example amply debated in this thread from this point onward, the Thundercaller Thunder Call ability:
Having "the same saving throw" mean "having a Fortitude save" or having a DC of 10 + cha bonus +2 as sound burst is a second level spell?
Currently we have Protection from Chaos/Evil/Good/Law and the equivalent magic circle spell.
There is some drawback that balance that advantage?
(I know we can houserule an appropriate spell, I am curious to know if I have missed some drawback in the official rules)
Black tentacles wrote:
If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.
Reading the above quotes it seem to me that the Black tentacles damage is part of the grappling maneuver, and so it is physical damage, not magical damage (and so subject to DR).On the other hand the spell don't specify that it is physical damage and the the basic assumption for spell is that without a specific line of text the spell damage is a magical effect and DR don't do anything against it.
Someone has a definitive answer?
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
1) It say: "An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert.", so when that happen? At the stat of the brewing process or at the end when you decant the new mutagen?
an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack.
can make this very important.
Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
don't necessarily mean that what matter is the act of drinking the mutagen, as you can drink the mutagen of another alchemist or a infused mutagen.
2) what happen if a alchemist drink the mutagen he made and he is carry a mutagen made by another alchemist? The mutagen become active? Or the alchemist must want it to become active?
"Pathfinder Design Team" May 24, 2013, 09:01 PM | wrote:
"Pathfinder Design Team" Sat, Jul 20, 2013, 01:26 AM wrote:
Maybe someone has already addressed this problem in the thread about fighting with a two handed weapon and a secondary weapon, but I have abandoned that thread early because most post were of little interest.
The question is, how do you apply the two FAQs together?
In the discussions about using 2 handed weapons one handed (the oner that originated the first FAQs) people was arguing that someone using a small falchion one handed would get all the benefits of using a 2 handed weapon.
The Inappropriately Sized Weapons part of the rules don't say that the weapon is "wielded as" light, 1-handed or 2-handed weapon, it say that it is the "measure of how much effort it takes to use a weapon".
Reading that in the light of the FAQs I get the impression that the effect is the opposite of what is intended. The lance, wielded in one hand thanks to a special ability of the lance, is treated as a 1 handed weapon for power attack. The 2 handed falchion, used in one hand thanks to being sized for a smaller character can be used in one hand but it hasn't a special ability that allow that, so work as a 2 handed weapon.
Recently I have seen several threads where problems have arisen with the term "spell level" when used in conjunction with metamagic feats.
People constantly cite "In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot." to say that:
- lesser metamagic rods can be used in conjunction with metamagiched 1-3 level spells, even if the modified level is well above third level (like a quickened fireball);
Maybe they are right in some or all of those examples, but I think it need a clarification as "spell level" is often used in a interchangeable way with "spell slot", so please hit the FAQ button.
A simple question with a not so simple answer:
The bolded part mean that the grappled creature can't use a weapon that require 2 hands or do any other action that require to use two hands at the same time?
I thought it was possible to use it only if you were limited to a standard action, but apparently you can use it without limitations as long as you don't use it "to start or complete a full attack, charge, run, or withdraw."
That leave weird corner cases, as an example Spell combat is a full round action but not a full attack.
So, following RAW, I can:
I am sure it is not RAI, but if you can use "Start/Complete Full-Round Action" any time you want it seem to follow RAW.
You really need to see to pick locks?What are the penalties for not seeing?
To my limited knowledge thieves train to open lock in the dark. This mean that they have simply a very high skill or that there is no penalty for picking locks when not seeing?
The recent FAQ about the magus:
From this text it an attack but not any form of attack action. The FAQ reiterate that.
AFAIK you can't even fight defensively as:
require you to use a standard action to fight and you are using a full round action and
Fighting Defensively as a Full-Round Action: You can choose to fight defensively when taking a full-attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for until the start your next turn.
require you to use a full attack action.
I am missing something?
From the last group of FAQs:
Unless this row of text in Two weapon fighting "You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon." forbid non-monk characters from using two weapon fighting while using Improved Unarmed Strike [and I don't think that that is the intention] this mean that it is possible to get 2+ "weapons" [hands, feet, whatever] enhanced with one casting of the spell and use both of them at the same time in conjunction with two weapon fighting.
Flurry of blow is a specific exception that allow a monk to make his multiple attacks with a single appendage, but other characters that use multiple appendages exist.
To put it another way, it it meant for the FAQ to give this benefit to the Unarmed Fighter or similar archetypes or only to the monk?
The spell with a range of self or a target of you lack a Sawing throw line, but with the advent of alchemist it has become possible to make then into infusions and hit a enemy with them.
That mean that even the most powerful enemy, with the best protections against magic can be killed by a successful touch attack and a standard attack using skinsend. If done right the enemy has almost no hope to avoid this fate.
For even more "fun" skinsed will work upon golems, undead and oozes.
Even without a alchemist in the party it would be possible to buy a skinsend infusion from a alchemist and put it in a syringe spear, so almost any group can have this handy combo.
Done the other way you can give your golem plenty of self buffs if you give it a few infusion in the form of oils.
I think that all (or almost all) spells with a target of you or a range of self need a saving throw line like this one:
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
substituting Reflex of Fortitude to will where appropriate.
If you agree please hit the FAQ button.
From the Animal Companion:
My problems are all in this piece of the description: "when thrown at a creature or space as thrown weapon"
1) "as a throw weapon". What is the range increment of this attack? Throw weapons range increments go from 10 to 30 feet.
2) "when thrown at a creature". I suppose it need to hit touch AC and use all the other modifiers for hitting (cover, concealment, blur, mirror image, ecc.).
This seem "a bit" too easy.
3) Just for the record, it do something to other language dependent abilities, like several of the bardic performances, the guide terrain bond bonus (your allies need to hear you to benefit from it) and so on?
In a thread about pricing magic items there was the example of a wondrous item with several spells with different caster levels.
I doubt that that is an intended mechanic, as managing an item with 5 different caster level is a nightmare.
Checking the crafting rules I find this:
No similar text for the other items.
Someone know if there is a Dev answer to this doubt?
So the recent FAQ cited above has specified that it is possible to bypass the "caster level must be at least three times the enhancement bonus" rule when enchanting items taking a +5 to the DC of the enchanting check.
Now I have a question about that.
It is a flat +5 independently from how many caster level are missed?, i.e. a 3rd level crafter can make a +5 sword (that would require a level 15 crafter) taking a +5 to the DC?
It is a +5 for missed level?
It is a +5 missed crafting tier?
There is something strange in the pricing of the Strand of prayer beads.
The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing –600 gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting –16,800 gp, bead of summons –20,000 gp, bead of wind walking –46,800 gp.
The spellcasting beads:
bead of blessing 600 gp, spell level l * caster level 1 * 2 no space *1.800 =3.600/5 =720
bead of healing 9,000 gp, 3*5*2*1.800 command word = 10.800/5 = 2.160
bead of smiting 16,800 gp, 4*7*2*1.800= 100.800/5= 20.160
bead of wind walking 46,800 gp. 6*11*2*1.800=237.600/5= 47.520
The bead of blessing, smiting and wind walking have a discount, and that is reasonable as the bead are spell trigger items, so limited to the classes that can already cast those spells.
The bead of healing instead has a great surcharge. Being capable to chose between 3 different spells is a bonus, but it is not worth a multiplier of 4.16. For that price it would be possible to make 4 different beads and get a better final result.
I am missing something?
The rules about polymorph say:
Bonuses are definite as:
So I assume that only things that respect the in game definition of bonus work.
Some people has countered that saying that that has strange consequences, like:
-A Belt that has you constantly under the effect of Bull's Strength, Cat's Grace, and Bear's Endurance. Works fine.
So what is the intention of the rule?
As it as come up in another thread, someone has a RAW answer on what happen if you dispel the entry point of a Magnificent Mansion or a Rope Trick?
My interpretation is that the spell is canceled and the items/people that were taken into the extradimensional space appear in the spot where the spell was cast.
But seeing how items that create extradimensional spaces work it is possible to use the opposite interpretation and say that the access point stop functioning but the extradimensional space last if full duration. With that interpretation we have a new problem: what happen when the spell end?
This idea come up in another thread:
1) The weapon is a attended object so it get a Will ST to avoid the damage;
2) Then the spell don't say how many HP of damage you do to the weapon. Sunder isn't a condition as broken or destroyed, it is a kind of attack that dealt damage. Sunder say "If your attack is successful, you deal damage to the item normally."
I think that all the rules about breaking items apply, with item hardness, ineffective attacks, halving of energy damage dealt when appropriate and so on.
Probably the spell would dealt 1d6 hp/level of damage against non crystalline items but the spell don't say anything about what damage it do.
Comments or informations about this?
Total defense and quickened spells.
A strange thing that has come up in a magus discussion:
- when using total defense you can't make attacks of opportunity and use up a standard action;
What are the attacks modifiers in that situation?
Casting any quickened spell with an attack roll it is possible to get an attack while using total defense for any spellcasting class, so I think it is fairly important question for plenty of characters.
If it is not possible to cast quickened spells with a to hit roll when using total defense, it is possible to cast other quickened offensive spells that don't require a to hit roll, like magic missile?
- * -
An ability or magic item that allow you to make an attack as a quick action will allow you to make that attack while using total defense?
Underwater combat rules:
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
As written the merfolk crossbow is an inferior weapon as its range is shortened and its quarrels still suffer from the "–2 penalty on attack rolls for every 5 feet of water they pass through".
Probably the RAI is that the other missile weapon have shortened range increments of 5' when used underwater, but the RAW don't say that.
The questions from that are:
- * -
My reading is that normal missile weapons are meant to have a range increment of 5' underwater and special ones, like the merfolk crossbow are meant to have different range increments, but that is a personal interpretation.
Looking the alchemist formulae list in the Advanced player's guide I don't see the spell poison anywhere.
Someone know if it is a spell that only some alchemist archetype get, or simply an error in the database?
Burst of speed wrote:
So, what happen with this extract? It become a standard action to sue it?
Or he get to drink that extract as a swift action?
Having it in hand, already mixed, change something?
Having a engineer has a player get you that kind of questions. :-P
The ring of spell storing say:
I recall a ruling saying that that apply to randomly found rings with spells in them, and that if a specific spellcaster put the spell into the ring it has the caster level of that caster, but can't find ruling anywhere.Someone know if it is a Pathfinder ruling or a old 3.X ruling?
The alchemist infusion discovery say:
Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
I have read that as "it last more than 24 hours" not only as "it last when outside the magic field of the alchemist".Recently another player has cast some doubt on that interpretation.
There is a official ruling somewhere?
Today I have received this from a distributor of used games:
Unfortunately as many of you have heard our US Post Office has lost billions of dollars this past year and have decided to raise prices in 2013. Unfortunately also international rates will see a dramatic increase, in some cases almost double the previous rates. This increase will take place on the 27th of January.
What will be the effect of thos increases on the shipping costs of Paizo products?
The cackle hex say:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
1) Some people take "cackle madly" literally, so, for them, this ability make the party easy to perceive and is noticeable, other say that it is a supernatural ability and that you can cackle without making any noise and maybe even in a unnoticeable way.
2) "an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round."
3) Several hexes have the text "Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours." or "a creature cannot be the target of this hex again for 1 day". It should be read as "the target can't be affected by the hex until the next day (so, conceivably you can affect him at 23.59 and again at 00.01) of you can't affect him till 24 hour have elapsed?
Please hit the FAQ button.
A normal bow assume a strength modifier of +0 to use it, If you have a lesser strength you are penalized.
In RL your strength isn't relevant when firing a crossbow but it is relevant when reloading it. The wink or lever used to reload it work as a strength multiplier but generally they are made to be used by people with a normal (+0) strength, so people with lower strength should have a problem reloading the crossbows.
There is any rule about this in any of the books?
As far as I know it there is nothing that will stop a spellcaster with the appropriate spell to create a simulacrum of a mythic character or creature. As tiers aren't levels or HD they don't affect at all what you can duplicate and, in theory, the simulacrum mythic tiers wouldn't be halved.
From my point of view this is a potentially serious problem. The best solution seem to add a note about the simulacrum spell in the mythic rules, specifying that it is not possible to duplicate the mythic tiers with that spell.
a) The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage. That's pretty clear, if you have a touch attack you do 1 extra d6 of acid damage.
b) If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability.
It seem a bit underpriced.
The first question is:
During playtesting the reply was NO:
but the final version has no text about it not stacking with Arcane strike.
Even more important, Arcane strike has no text in it limiting it to a total weapon enhancement of +10, so a 20th level bard with a +5, keen, holy, wounding rapier can use it to get a +5 to damage, while, by that ruling, a magus that has enhanced his weapon using his Arcane pool can't.
This generate a second question:
2) Arcane strike count as a weapon enhancement and is counted in a weapon total enhancement bonus for the +10 ceiling to the enhancement?
And a third:
3) The black blade strike ability
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade's arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
has the same limitation?It can be stacked at all with Arcane strike?
(I am the "fighter" in my current group so I am very interested in anything that can increase my damage output)
I have a problem in how mythic power is gained.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential. Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus.
There is already a tendency for a subset of the player community to to privilege one characteristic to the detriment of all others, this mechanic will only reinforce that style of playing.
I know that the Pathfinder developers prefer the KISS approach, but it wouldn't be better to get the mythic power from all your characteristics?
With the current method class that require multiple characteristics are penalized.
Michael Brock wrote:
I am missing what is the ruling, can you elaborate your reply?
The biggest problems, from what I get is:
Recently my group a lost a seizable amount of loot as a BEEG Bag of holding was destroyed.
Relevant pieces of the rules:
Detect Magic wrote:
It is possible to identify a magic item by its lingering aura?
Repairing Magic Items wrote:
The use of Make whole don't require you to know what the item was, only to have the appropriate level.
But what are the requirement to repair a magic item without using make whole? In 3.x "re-crafting" the item was the only way to repair it. The requirements was to be capable to craft the original item. That line has disappeared in Pathfinder. So, anyone can repair it?
Then there is the question of knowing what the item was. It is possible to repair something if you don't what it was? I think that it is necessary to know what the item was to try to repair it. So you either have to know what it was or you have to identify it while the aura lingers.
Last thing, what is the cost if you are the guy repairing the item?
This post state clearly that a Attack action is a Standard action:
Jason Bulmahn wrote:
the combat section of the PRD seem to imply that you can make multiple sunder attempts in a full attack.
I have seen multiple posts stating that sunder can be used in a AoO or as part of a full attack, but no proof that Bulman ruling is limited to Vital strike only. So there is any evidence that it is possible to make multiple Sunder attempts in one round?
(For the record, I think it should be possible and was convinced there was a official ruling allowing that, but I can't find it)
Guarded life wrote:
While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
If I read it correctly that the ability don't say that you convert damage from the attack that has brought you under 0 hp. It say that you convert lethal damage to non lethal.
As written you get to convert 1 hp level of the total damage you have taken so far to non lethal damage even if you are level 20, the attack as delivered 2 points of lethal damage and you have been brought at a grand total of -1 hp.
I am reading it correctly?
As a added question, how would it interact with Invulnerable barbarian?
Today I have received order 2129582.
Several of the PAIZO softbound present a common problem: they have been exposed to high humidity and the coat of the coated paper has started to melt, bounding the page together.
In the past I had that problem a few other times, if I recall correctly always with late summer packages.
1) the package, while less good that usual (it was a UPS package, not the usual PAIZO package) was in reasonably conditions and didn't showed any water damage
2) not all the books present this problem, so it was not a transportation problem, the 2 copies of Ultimate equipment are in perfect conditions, or I wouldn't be so calm ;-)
3) the damaged products are 2 copies of Paths of Prestige PZO9249, 1 copy of Varisia, birthplace of legends PZO9425 and 1 copy of The Moonscar PZO9537
4) I am not asking for a reimbursement or substitution but I would like if you did a check trying to discover what and where is the problem. As it has happened more than once (if I recall correctly always with August-September shipments) it point to a problem in your or your printer storage
5) if you need a photo of the damage or any further information you can send a mail to me (by PM on the forum or to my e-mail address) or ask in this thread. I am often in the forum and I will keep an eye on it.
6) even in the past the problem was with softbound, not hardbound
I don't see a thread about the errors in Ultimate Equipment, so here we are.
Maybe it is a bit early, but as I am making a new character, an Alchemist, this error jumped at me:
Ultimate Equipment Page.76: wrote:
In the APG it weight 5 lbs. 50 lbs can be more realistic but the playability of going around lugging a kit that weight as much as a full plate to be capable to use your class abilities seem a bit low.
Note that an Alchemist’s kit (one of the adventurer kits presented in the book), a kit that include "This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin." weight only 24 lbs.
To me it seem a clear violation of RAI but RAW RD interpretation of the rules is valid.Someone has any insight if there is a rule that block this kind of trick?
The rule bending thread has highlighted two question about the ring of evasion:
1) The ring say:
I think this mean that the ring give you the evasion ability with all the limits of that ability (armor limits [but see 2) below]), other people feel that the first phrase mean little and is fluff and the ring give you the ability of avoiding damage on a reflex save regardless of your armor.
2) the second question is: if the ring give the equivalent of the evasion ability, what version of evasion we should use?
The rogue ability (limited to light armor)
A "simple" question: if a archer is using manyshot, what will happen if he use differently enhanced arrows?
As an extreme example a +5 arrow and a mundane arrow?
What attack bonus is used to hit the target?
As far as I can see it it is not possible to use arrows with different to hit bonuses in a manyshot attack.
In another thread Wraithstrike say that manyshot is "always" used, that you don't have/can't chose not to use it, but this simple question seem to point out that using it is a choice. One that is almost mandatory, but sometime people can choose differently, especially if hey have a "one of a kind" arrow that must hit and so want to fire it with the attack with the highest BAB.
James Jacobs wrote:
As James suggested I am opening a new thread on this topic. Please hit FAQ or comment if you feel that there are other problematic entries.