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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. 8,314 posts. 1 review. 1 list. No wishlists.



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Liberty's Edge Goblin Squad Member

As the title say, I don't know where I can see (in game) what are the benefits of increasing a cantip level.
I see that they seem to be more efficient, but I can't see what is that make the difference. The numbers and keywords seem the same.
Probably I am missing something basic, but it is hard to know if I am actually becoming stronger, I will become stronger only I get matching gear or if the increase in power is linked to increasing some other skill to a level that matches the cantrip level.

Liberty's Edge Goblin Squad Member

I am trying to register the materials I get from harvesting and killing NPC and I have a problem when doing that:

some material label (like maple logs) is written in dark blue on a dark background, that make it hard to read. As I am trying to register what I get from each node I have discovered that I am often getting the wrong numbers as the registered total and what I have in my inventory are different.
It is a minor thing but annoying, and if some of the document drop have the same issue reading them will become a core.
I hope it will be only a minor change to make it light blue or some other readable color.

- * -

A second issue is a problem for some of non US keyboard users. We don't have a tilde key and the key in that position (\ for me) don't work for changing weapon set.
Changing the window setting for the keyboard so that it is treated as a US keyboard when playing don't seem a good idea.
it is possible to correct this problem?

Liberty's Edge Goblin Squad Member

Just now, trying to load PFO I get that message.
Actually in Italian it say:
"impossibile risolvere il nome remoto cdn.goblinworks.com"
Any idea of what it mean?

Liberty's Edge Goblin Squad Member

Background
In my spare time in the last week I did some gathering in the north, with the intention to get pine logs and coal for my crafting alt living in the south.

After a very unsuccessful attempt in the hills I started keeping track of what I was gathering, here are the initial results and some consideration on them.

Character stats
Human, wearing +0 light armor, Pioneer armor at 4, strong back at 2
Miner 4
Forester 6
Dowser 4
Miner 4

FIRST TRY

Results

All the gathering was done in the plains and forest area just south of the hills in the NE corner of the map, mostly the row of hexes running from the eastern corner of TK to the 6 hex south from the right high corner of the map (hex 2906 if we were reading a boardgame map).
I did spent time killing the easy mobs.

Time spent: 2 and a half hours.
Nodes harvested: not tracked

Lamp oil 2
perfect bloodstone 1
perfect chrysoprase 1
perfect moonstone 2
perfect tigereye 1
potent dragoon leaves 4
potent foxfire 3
potent laurel leaves 13
potent smoke peppers 2
smooth animal pelt 4
smooth beast pelt 6
smooth pine log 8
smooth yew sapling 2
true coal 5
uncanny esoteric essence 60

SECOND TRY

Character stats
Forester 7

Results
All the gathering was done in the wooded area between Thornkeep and Freevale.
I did spent time killing the easy mobs.

Time spent
A bit more than 2 hours.
Nodes harvested:
34 essence
34 middens
36 plant

infused chickweed 1
Infused Coltsfoot 2
Lamp oil 2
Infused Tansy leaves 2
Intact moonstone 1
perfect bloodstone 1
perfect Onyx 9
Potent Buckthorn 1
potent dreamgloow 10
potent Hyssop 29
potent neversleep sap 5
potent smoke peppers 14
potent Tansy leaves 25
potent Welds leaves 3
smooth animal pelt 6
smooth beast pelt 3
smooth pine log 5
smooth yew sapling 7
superior hemp 2
superior wool 23
true coal 30
true iron 13
uncanny esoteric essence 84

Tier 2
Potent Pitcher plant sap 5
Smooth Maple sapling 2

Some consideration
My primary goal was to gather logs for my sawyer alt.
The result is negative, more than 4 hours of gathering and I have got, at most enough wood for him to work for a few minutes.

Secondary goal: gathering coal. Here we have got better results. but in a strange way, as I was able to gather way more coal in the trash heaps than searching for the same time (more than 4 hours) in the hills (only 10 units of coal).

Instead I have got a good number of materials that are useful to other crafting professions.

If we had a good market that wouldn't be a problem, I would be capable to trade those materials for the ones I want (but still there would be some problem as the logs numbers seem low when compared to those used by the different recipes), but currently the market utility is low.

Dropping the unwanted items to reduce my load would have increased my endurance on the field a bit, but with the current respawning mechanic for the materials, I would have damaged the whole crafter businesses as I would have removed those items from general availability, depleting the local resources without getting any utility from that.

Conclusion
Total numbers seem right, the problem is our inability to influence them.
My aim is to get logs and instead I get 29 units of potent Hyssop and 25 of potent Tansy leaves. AFAIK I have no way to influence those numbers.

Liberty's Edge Goblin Squad Member

I have gone to the North to gather some pine log and coal in the hills.

So far:
- I have found Yew in the forest hex 2 hexes NW of Thornkeep
- no pine log in plant nodes in the hills so far
- visiting something like 8 earth nodes in the hills where previously was located 55% of all the coal in the game I have found only one with coal, for 2 units total.

It seem that the rarity/locations of the resources we can harvest have been changed. Any information on that?

For sure the boundary of the pine logs territory have been pushed further north. Someone know where it can be found?

Liberty's Edge Goblin Squad Member

The harvested materials slow us down, running up an down to our harvesting point to our settlement or a nearby settlement where we can do some refining to reduce the total weight of the item will take time.
Wearing armor will reduce our carrying capacity and so our speed.

The best way to do some harvesting while fighting the local mobs to keep their number down is to have a local storage point where you can drop off the gathered materials, the salvage and your armor while you are working in a mostly pacified area.
Even more important, a location where you can leave your armor and weapons while you transport the harvested materials to the nearest settlement.
So it seem fairly important to get theme early in the game.

Any idea on when they will be implemented?

Liberty's Edge Goblin Squad Member

The chat channels have been changed, now we have:

Chat, Party, Hex, Local, Help

If you select Chat you get a Local label in your chat window. It is the same as local? What is the range?
Party seem straightforward
Hex the same
Local: what is the range? 1 hex, more, Less?
Help: again it seem straightforward. Some reason not to use it as the standard chat if its range is unlimited (as least until we get a lot of traffic in it)?

Liberty's Edge Goblin Squad Member

I just noticed something that feel weird:

if I am wearing any kind of armor my Will/Reflex/Fortitudes defenses are in the 50/60 range.
If I remove the armor and stay in the basic T shirt they are Will 16 Reflex and Fortitude 8.

It work that way even if the armor feat is inappropriate to the kind of armor I am wearing or it is missing.

The improvement to your saves are activated by wearing an armor, any kind of armor?
What keyword activate them?

I thought that they were always active.

Liberty's Edge Goblin Squad Member

A simple question:
NPC drop basic light, medium and heavy armor, but AFAIK, they never drop cloth armor. The material cost of making one is relatively high so no one will make the basic versions to sell it to new players.

There is a way to get the basic arcane spellcaster armor without crafting it, like ti is possible to get the light/medium/heavy armors?

Liberty's Edge Goblin Squad Member

Heavy armor decrease or maximum carrying capacity when worn and that slow us down a lot, strong back at 1 don't seem to have any meaningful effect, so I think wost character will walk around naked, donning their armor just before a fight.
"Wait while I don my armor" will become a common refrain.

Liberty's Edge Goblin Squad Member

Alpha 12.1 blog wrote:
Changed base stats of Medium armor so it's a (hopefully more desirable) synergistic hybrid of Light and Heavy rather than an exact midpoint of bonuses and penalties. Specifically, its base armor improved by 3, its crit resistance improved by 4, its spell penalty was reduced by 10, its Reflex penalty was reduced by 5, and its encumbrance penalty is closer to light than to heavy armor.

What is the effect of this spell penalty? To what spells it is applied?

So far I have used only 2 divine spells, while I have used a lot of arcane cantrips so it is perfectly possible I have not seen this modifier in effect, but I would like to know what it do.

So far going around in heavy armor was a good choice even for arcane spell users, that can change it.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
PRD wrote:
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

èquote=PRD]Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Format: pounce; Location: Special Attacks.

A dire tiger charge a swashbuckler and pounce him.

The swashbuckler use Dodging Panache and move 5' away from the tiger.
The tiger make his first attack (they are resolved in sequence), hit or miss but fail to grab the swashbuckler, so now he is 10' from the tiger and out of its reach.
The tiger is incapable to make the remaining attacks of its pounce and its attack end.

Same thing against a guy with iterative attacks that has already taken his 5' step.

I am missing something?

Liberty's Edge Goblin Squad Member

Thanks to an invitation from a friend I have 2 accounts.
One for a pure crafter character, one for an adventuring character.

Most of the time I play the adventuring character and log in the crafting account only to set some crafting queue, learn some recipe and train.

I have a strange problem: when I log off with one account and then try to log in again the log in fail, even if several hours have passed. But, most of the time, if I log in in the other account and then log off the problem clear and I can log in in the adventuring account.

It seem a bit strange, like the was some kind of residual presence that stop me from logging in until I completely clear the username/password fields.

It is a common problem?
(I have done a bug report)

Liberty's Edge Goblin Squad Member

Someone can give me an indication on how commons are the spells and who drop them?
So far I have found 2 of them, both too high for my equipment (1 3rd level divine spell and 1 2nd level arcane).

An introductory spellbook do very little when you have nothing to put in it.

Just for comparison,so far I have found 1 trophy.

The day that we will get a functioning AH and a lot of people playing they will be a dime the dozen as, AFAIK, you never lose them after learning them, so you have to get them only once, but for now the are extremely scarce.

Liberty's Edge Goblin Squad Member

I have all the gathering skills at 4 and and most if not all the knowledge skills at 5.
Sometime I find nodes that say "you don't have the skill to ahrvest anything here", generally several of them in close proximity, but in one occasion they where all the nodes I found moving away from a settlement for more than 2 hexes (at the end of my trek I was about 2 and a half hexes away from the nearest settlement).
It is working as intended? Having nodes that contain only high level stuff is an intended mechanic?

Added question: some node disappear in a short span of time after it has been harvested, other persist for a longer time, sometime apparently not despawning at all.
It is because the node has some stuff that could be harvested with a higher skill?

Liberty's Edge Goblin Squad Member

Something that has just dawned on me: with the last build we are allred shirts when created.
You think that the Developers are trying to say something to us?

;-)

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.

Fairly often when our character resurrect at a Pharasma shrine there are NPC camped near it, NPC that attack immediately and kill the character again, even if you try to run away (too often they have the bombs that change your character heading or effects that slow him down).
Las time I have been killed 3 times in a row, always respawning at the same shrine. The 4th time my previous attempts to run away had scattered the packs of goblins and wolves enough that I was able to run away.

A small time frame in which the character is untargettable (and can't target anyone but can move/hide) after respawning would avoid this problem.

Liberty's Edge Goblin Squad Member

As the title say, after I have been ejected from the game I often are unable to reenter it for an extended period with the same account, while I am able to log in with a different account. We are talking of at least 1 hour, yesterday I was ejected and now, 6 hours later, I am still unable to log in.
It is a common occurrence?

Edit: this time, after logging in with a different account I was able to log without problems, but that didn't happened when I tried it in the past.
It can be that after a game crashes some data is left in my PC that hinder relogging?

Liberty's Edge

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

Regularly, twice a year, when the West Coast change its daylight saving hour the forum users from the UE don't see their new posts. Probably because we change our daylight saving hour a week earlier than the US.

This year it has been resolved way earlier than the other years, my compliments to the forum Ninjas, but it would be nice not to see it happen again.

Liberty's Edge Goblin Squad Member

A question about Auction Houses and Early Enrollment.

I recall that there was an idea about keeping the content of the Auction House at the end of the Alpha stage as a seed of the market during Early Enrollment. As I have only recently returned to these forums after a long absence, it has been finalized?
Or the AH will be empty at the start of EE?

Liberty's Edge Goblin Squad Member

I find the autotargeting feature troublesome.
It has killed my at least as many time as it has saved me.

We need to be able to set its priorities.

Something like:
Select nearest threat: yes/no
Prioritize ranged enemies: yes/no

and the most important of all:
Target enemies within the range of your current weapon first. yes/yes

To often I have found myself targeting an archer while I was wielding a melee weapon and was being killed by melee combatants

Liberty's Edge

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

One of the players in my campaign is thinking to reskin his level 12 witch as a shaman. They are approaching a point where, story wise, that would be acceptable. It can even be appropriate, the witch getting a closer bond with the nature spirits of her land.

My problem is that some options seem too good: specifically the whole wandering spirit thing.

The shaman get the same number of spells of s cleric: a maximum of 4 spell at each level, plus what is essentially a domain spell.

But:
- she get to choose spontaneously what spell she want to cast instead of having to memorize it.
- at 4th level with the wandering spirit she get to chose the second "pseudo domain" every day.
- at 6th level the wandering spirit allow her to chose a new hex for a limited list every day.
- at 12th level the wandering spirit give her its greater ability, again an ability that can be changed every day.
- at 14th level a second wandering hex

Essentially she get a lot of re-customization every day.

My idea is to give her a short list of allowable spirits, appropriated to the character and the setting.

Opinions?

Liberty's Edge

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

When I try to open the PRD I getthis message.

Quote:

Requested Range Not Satisfiable

None of the range-specifier values in the Range request-header field overlap the current extent of the selected resource.

I am using Firefox and yesterday I updated flashplayer.

Any idea about what is happening and what I should to to fix it?

Edit: it resolved by itself, probably some problem with NoScript

Liberty's Edge

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

Combat while Mounted: With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.

While reading other stuff I had this weird idea: it is possible to use spell combat while riding in combat?

(obviously getting only 1 melee attack)

Spell combat is a full round action, not a full attack so the rule above don't stop you from using it.
If your ride skill is high enough you can direct your mount with the knees with ease.

The concentration check, if needed, if fairly easy (DC10+spell level) so it is rarely a problem.

Essentially you get the possibility to cast a ranged or utility spell before moving and then attacking at the end of your move. Don't seem a bad options in the few encounter where you could to use it.

Added questions, you can use spell combat + spellstrike to get 2 attacks?
(there is no problem with casting a touch spell and using spellstrike to deliver it)
I think that that don't work as the above limitation is very clear "you can only make a single melee attack".

Comments, ideas, other way to capitalize on this?
something that I am missing?

Liberty's Edge

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

Animal Growth

School transmutation; Level druid 5, ranger 4, sorcerer/wizard 5

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Target one animal (Gargantuan or smaller)

Duration 1 min./level

Saving Throw Fortitude negates; Spell Resistance yes

The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC, attack rolls, and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.

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.

The spell gives no means of command over an enlarged animal.

Multiple magical effects that increase size do not stack.

PRD wrote:


Reduce Animal

School transmutation; Level druid 2, ranger 3

Casting Time 1 standard action

Components V, S

Range touch

Target one willing animal of Small, Medium, Large, or Huge size

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size (see Equipment how to adjust damage for size).

and, from reduce person:

PRD wrote:
Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.

The last row in the Reduce person quote give us a RAI that say that the Enlarge/Reduce spells are meant to cancel each other, but the RAW don't speak of Animal growth/Reduce animal.

The Magic chapter don't give us anything, as the enlarge/reduce spells are transmutations but not polymorph spells.

So it is possible to stack the two spells?
The effect would be nice, especially if you have an Animal Companion that you want to bring in a dungeon:

Animal Growth
+ 1 size category
+8 size bonus to Strength
+4 size bonus to Constitution
–2 size penalty to Dexterity
natural armor bonus increases by 2.

Reduce animal
- 1 size
+2 size bonus to Dexterity
–2 size penalty to Strength

End result:
starting size
+6 to strength
+4 to constitution
+2 points of natural armor.

I am missing something?

Liberty's Edge

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.

Liberty's Edge

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

For now I don't have 101 ways to protect an house against intrusion, especially with magical means, but I would like to make a list, so I would like to get suggestions.

I am interested in both mundane solutions and magical but low cost solutions, as I am trying to add commons ways to protect against intrusions in my campaigns.

A few ideas to start the thread:

1) Build all the external walls, floor and ceilings with at least 1 layer of bricks, not only with stones. Most creatures with earth gliding can't pass through artificial materials.
If you have the means a Wall of iron sandwiched between brick walls will stop a lot of creatures and strengthen your walls.

2) Similarly cover the internal walls with plaster, tiles or wood panels. That would stop plenty of spells from affecting the walls.

3) Put your windows well above the level of the terrain, so that it will be difficult to look within the rooms without flying or climbing.

4) Use frosted glass or leaded glass disks (hoping that is the right translation, I men this stuff) for your windows. That will cut Line of sigth.

5) Have several very similar rooms in different sections of the house or, if possible, in different houses, so that someone crying on you will be unsure of your real position (teleport require you to know the target location, It will not work if you don't know If the room that you are scrying is in Rome or in London).

Liberty's Edge

2 people marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

The fly skill say:

PRD wrote:
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.

The fly spell say:

PRD wrote:
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

To me that seem a leftover from the previous edition of the game that has been overwritten by this part of the spell:

PRD wrote:
The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Other people feel differently.

Then we have the beastshape spells that give the ability to fly with a specific maneuverability (that change with the different spells). The beastshape spells only give specific supernatural abilities, so it seem that we are speaking of naturals ways to fly, here. And the spells don't give any bonus to the fly skill beside the maneuverability.

So the question is:
When we should apply the maneuverability class bonus? What is a natural fly speed and what isn't?

Liberty's Edge

1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Globe of Invulnerability, Lesser wrote:


Globe of Invulnerability, Lesser

School abjuration; Level sorcerer/wizard 4

Casting Time 1 standard action

Components V, S, M (a glass or crystal bead)

Range 10 ft.

Area 10-ft.-radius spherical emanation, centered on you

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

and

Magic chapter wrote:


An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.

So the first bolded part in the spell description say that it is a emanation centered on the caster. And the magic chapter say that if the center point of an emanation move the emanation move (classical examples, magic circle against evil and the cone shaped emanation of Detect magic).

The second bolded part say that the spell is immobile.

So one of the two things is wrong.

Either globe of invulnerability move with the caster or it is an emanation centered on the space in which the caster was when the spell was cast and don't move.

Liberty's Edge

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

A boar spear count as a spear for the weapon proficiencies and can be used by a druid or not?

Liberty's Edge

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

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

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

Liberty's Edge

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

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

The items in the order:

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

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

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

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

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

- * -

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

Liberty's Edge

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

When a summoned creature dies or the spell end ll of its possessions disappear.

What happen if the summoned creature has poisoned someone and the poison is still affecting the target?

The damage clearly stay, but, AFAIK, the poison itself part of the creature, so it should disappear, stopping immediately its effect.

Liberty's Edge

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

The description is taken from Hero Lab (I don't want to check the Reign of Winter AP PDF as I am a player):,

Hero Lab wrote:


Cauldron of overwhelming allies (1/day) Wondrous Item

The artistic scrawls on the dark surface of this small bronze
cauldron depict an array of exotic animals, legendary beasts, leering
fiends, and hosts of elementals. Once per day, if used as the focus
or divine focus for a summon monster or summon nature’s ally
spell, the cauldron automatically conjures 1d3 additional creatures of
the same kind from the next lower level list. For example, if a user
casts summon monster III to summon 1d3 wolves, he could also
summon 1d3 additional wolves (or other creatures from the 2nd level
list).
Construction
Requirements: Craft Wondrous Item, Spell Focus (conjuration),
summon monster IV or summon nature’s ally IV ; Cost 2,250 gp
Appears In : Reign of Winter

My problem is that: "conjures 1d3 additional creatures of

the same kind from the next lower level list".
Using the cauldron require you to choose exactly the same kind of creatures twice (so 1d3 wolves+1d3 wolves if you are casting summon monster III) or kind is a bit more loose and if you are casting summon monster V and call a large earth elemental you can call 1d3 medium fire elemental (same kind but not the same monster) from the next ower level list?

That part "(or other creatures from the 2nd level list)" make it even more confusing.

We should read kind as type, as per the bestiary? I.e if you call an animal you should call animals?

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The question:

What is your casting class when you use Preferred spell if you are a multiclassed spellcaster?

- * -

I have found very little discussion on preferred spell, and almost nothing about the caster level if you are a multiclassed spellcaster.

PRD wrote:

Preferred Spell

You find it very easy to cast one particular spell.

Prerequisites: Spellcraft 5 ranks, Heighten Spell.

Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

Let's start with a 1th level cleric, 6th level wizard that has taken Preferred spell cure light wounds (don't ask why, it is an example).

He burn a 1st level wizard spell to fuel Preferred spell and cast CLW.

By the text of the feat it is possible and allowed.
I would say that he would cast the spell as a Cleric, CL 1, as that is the class that can cast CLW.
But there is the basis to argue that he will cast it as a wizard at CL 6.

Now let's consider a 9th level magus/1st level wizard (he want a broader base for his 1st level spells and want to use all wizard scroll without using UMD).
He has taken Preferred spell shocking grasp.
He can burn a 1st level wizard spell to cast shocking grasp? Yes.
What is his caster level, and what spell list he is using? .....

As he want to use his caster level as a magus, he has never transcribed shocking grasp in his wizard spellbook, so he can't cast it as a wizard.
That change the answer to the previous question?

Someone has a clear answer?
The feat don't give any information about what casting class you should use with your preferred spell, so AFAIK, there is no limitation about using spells of one class to fuel spells of another class.

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PRD wrote:

Creating Staves

To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.

The materials cost is subsumed in the cost of creation: 400 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (300 gp × the level of the spell × the level of the caster), plus 1/2 the value of any other abilities (200 gp × the level of the spell × the level of the caster). Staves are always fully charged (10 charges) when created.

If desired, a spell can be placed into the staff at less than the normal cost, but then activating that particular spell drains additional charges from the staff. Divide the cost of the spell by the number of charges it consumes to determine its final price. Note that this does not change the order in which the spells are priced (the highest level spell is still priced first, even if it requires more than one charge to activate). The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.

The creator must have prepared the spells to be stored (or must know the spells, in the case of a sorcerer or bard) and must provide any focus the spells require as well as material component costs sufficient to activate the spell 50 times (divide this amount by the number of charges one use of the spell expends). Material components are consumed when he begins working, but focuses are not. (A focus used in creating a staff can be reused.) The act of working on the staff triggers the prepared spells, making them unavailable for casting during each day of the staff 's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

Creating a few staves may entail other prerequisites beyond spellcasting. See the individual descriptions for details.

Crafting a staff requires 1 day for each 1,000 gp of the base price.

When creating a stave, the cost for the material components is calculated before of after "the number of charge used" part?

Let's say I am making a staff that cast stoneskin as its first spell, with a material component of "(granite and diamond dust worth 250 gp)".

If the stoneskin spell drain 1 charge the price is:
SL 4, CL 7 4*7*400= 11.200
250*50= 12.500
Total 23.700

If the stonesking spell drain 2 charges for each use, the staff would cost (4*7*400+250*50)/2= 11.850

or

(4*7*300)/2+(250*50)=18.100

Following the pricing guidelines above I think that the second procedure is the right one, but reverse engineering a staff of life show that it has been priced using the first procedure.
(The explanation on how to price the material cost part is after the "charge used" reduction)

Reverse engineering a staff of life

Heal
SL 6 SL 11 = 6*11*400= 26.400

Raise dead
SL 5 CL 11 = 5*11*300= 16.500
Material component 50*5.000 = 250.000
266.500/5 = 53.300

Total creation cost 79.700 Market price 109.400

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Until today I hadn't even dreamed it was possible, but in another thread it was propose and the text of the ability seem to allow it.

PRD wrote:
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

Reading the ability text, if you roll damage you get to add your smite evil damage to it.

Corollary questions:

- if applied to a magic missile damage it is applied once or once for each missile hitting the target of smite evil?

- what happen when it is applied to a spell/power that don't do hit point of damage but deal other forms of damage?

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I am interested to hear how people rule the use of extradimensional containers and spell components pouches during a underwater adventure.

To explain the problems I see:

Extradimensional containers: you open a bag of holding/handy haversack underwater to draw something. The container fill with water and burst as it has been overloaded? (the maximum volume of water that he can contain is way more than the maximum weight allowance for the item.)
Nothing in the rules I see say that if the container is open only what you want will enter it. Au contraire, if you open it the air within change, allowing a creature to survive for 10 minutes after the bag is closed again.

Even if the bag isn't destroyed by being overloaded (we don't include the air in it in the weight carried, so we can say that the water don't count, too. A bit of a stretch, but maybe acceptable if the bag is immersed in water) it will fill with water and that will damage/destroy a lot of the stuff in the bag.
Waterlogged arrows don't work very well.

Spell component pouch: even if you get a waterproof pouch, you need to open it to manipulate the material components in it to cast your spells. That mean that it will fill with water and your components will become waterlogged and probably useless. Unless each set of components for each spell is conserved in a separate, waterproof container, I don't see a way to do that.
But lugging around teens of waterproofed small container will make our component pouches unmanageable.

For the record, I assume that our character will store the spell components for each spell is separate packets for ease of use, but that those packets are made with parchment or oiled paper. I.e. the ball shaped red packs are those used for the fireball components, the yellow square packet contain the gold dust for several spells, and so on.
[Maybe I should take a skill in Craft (origami). So I can make horse shaped container for the components for the Phantom steed spell and a dove shaped container for the Fly spell :-P]

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In another thread we had a side discussion about what happen when you combine abilities and magical bonus so that you would exceed the +10 limit for enhancement and special abilities for weapons.

Let's start with a example where we only have magical bonuses from enchanted items:

A guy with a +1, axiomatic, holy, flaming burst bow (equivalent to +7 total bonus) fire a +5, ghost touch, arrow (equivalent to +6 total bonus)
The +1 and +5 enhancements overlap but the other abilities stack, so the arrow work as a +5, axiomatic, holy, ghost touch, flaming burst arrow, equivalent to +12 total bonus.
The enhancement limit for a weapon is +10.

So, what happen?

1) the character firing the arrow decide what abilities should be suppressed so that the +10 limit is respected?

2) the character can't notch the arrow to the bow as the excessive magical forces repel each other?

3) "It is an arrow, the only rule is: Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies., all the other effects aren't transferred to the ammunition, you only benefit from them, so there is no actual overlapping. You fire a +5 ken arrow that that benefit from axiomatic, holy, flaming burst."
(No one has tried that argument, but it is a possible reading of the rules)

- * -

Now let's have some temporary effect.
Same scenario as above, but the arrow is +5 keen because someone has cast greater magic weapon at caster level 20 and keen weapon on it.

That give us option 4:

4) Temporary effects are suppressed till the item is compliant with the rules.

- * -

Now we get our +1, axiomatic, holy, flaming burst bow (equivalent to +7 total bonus) and want to cast greater magic weapon at caster level 20 on it.
That would give us a total bonus of +11 (the straight +x enhancements overlap).

What we should do? We can temporarily suppress some of the bow bonuses or we should have to cast greater magic weapon at a lower caster level so that it only give a +4 bonus?

- * -

Now let's move to melee weapon. We have a magus (or one of the other classes that can give extra bonuses to a weapon) with a +1, keen, holy, spell storing, ghost touch, wounding scimitar (equivalent to +8 total bonus) He is 17th level and he want to use his arcane pool to add to his weapon powers. He don't have any of the extra arcana giving other options for the weapon so he can't add abilities that overlap with those currently working on the weapon beside the +1.
Adding the +5 from Arcane bond would give the weapon a +13 bonus, +12 if he chose to overlap the existing +1 enhancement with another +1.
So what happen?

1) The magus can't use the arcane bond ability and substantially lose a major class feature?

2) he will have to use his ability arcane bond as a lower character level (and someone is arguing that it is not possible to do that)?

3) he get to choose what abilities are suppressed and what work?

Comments?

Edited to change keen to ghost touch in the first example.

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The glossary give us a definition of the unconscious condition

PRD wrote:
Unconscious: Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature's Constitution score), or from nonlethal damage in excess of current hit points.

So far so good, but, then we have at least 1 ability, the Ice Tom hex, that impose this condition on a failed saving throw.

Ice Tomb wrote:
If the target fails its save, it is paralyzed and unconscious ...

The hex applies 2 separate conditions:

- paralyzed and several creatures are immune to it;
- unconscious and, AFAIK, no creature is immune to that condition, even those that die at 0 hp and/or are immune to nonlethal damage.

Let's look other effects that impose that condition.

I have found:

Color spray and Scintillating Pattern are spells that apply the unconscious condition.
Suffocation too, but that is because it bring you to 0 hp.
Knock-Out Blow will make the target unconscious.

So we have at least 2 mind affecting spells that make creatures unconscious, one that is based on reducing your hp and an ability that is based on sneak attack beside the ice tomb hex.

The mind affecting spell aren't a big problem. The creatures immune to them are clearly stated and I don't see a problem with color spray making a elemental unconscious.

Suffocation similarly isn't a big problem. It bring the target at 0 hp if he fail his ST, the unconsciousness part is a effect of that.

Knock-Out Blow start to be a problem. It is saved by requiring a fortitude save and targeting a creature, not an object (so Undead and Constructs are immune to it) and being based on sneak attack (so Elementals and Oozes are immune to it).

The Ice tomb hex instead apply the condition to anything that it can target. Today FAQ has cleared the targeting part as it "targeting a creature", not an object:

PDT wrote:
In the second printing of Ultimate Magic, the text says, "A storm of ice and freezing wind envelops the creature...," so it only affects creatures, not objects.

so Undead and Constructs should be immune to the unconscious part.

We are still left with a plethora of creatures that are immune to paralyzation and sleep that will be subject to this hex.
To me it seem that creatures that have both immunity to sleep and to paralyzation should be immune to the unconscious condition from things that don't deal hp of damage. Or better (as the color spray spell has a reasonable basis to be able to affect elementals) that the unconscious part should be removed from the Ice tomb hex and used with extreme caution in other abilities.

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In the rules about the Impact ability for magical weapons there is a difference between the table and the ability text:

The ability say:

PRD wrote:

Impact

Price +2 bonus; Aura moderate transmutation; CL 9th; Weight —
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon's enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.
Construction Requirements
Cost +2 bonus
Craft Magic Arms and Armor, bull's strength, lead blades (Advanced Player's Guide), righteous might or giant form I

The table has the notation "Impact3" and 3 is "3 Piercing or slashing weapons only (slashing only for vorpal)."

I think that there is a typo and the notation should be 4 "4 This special ability cannot be applied to light melee weapons.", especially as that table has that notation at the bottom and no weapon ability to which it apply.

A valid question for a FAQ (actually an errata, but it for now a FAQ should be sufficient).

Edit:
Link to the impact ability, you can find the table scrolling up.

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Animal companion

PRD wrote:
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Eidolon

PRD wrote:

Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Familiar

PRD wrote:


Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

So:

- to use the spells on a Animal Companion the spells should came from a class that get a Animal Companion (even if they get the AC with a feat? or it may come only from a class ability, so at most it should be granted by an archetype?)
As I read it that mean that the spells should come from your spell slots.

- to use the spells on a Eidolon they should come from a summoner spell list.
This FAQ seem to imply that "spell list" mean your spell slots, but the two terms aren't interchangeable

FAQ wrote:

Magus, Spell Combat: What spells can I cast when using spell combat?

The relevant text of the ability is:

"As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty)."

The spell you cast when using spell combat has to be a magus spell you know, and it must be a magus spell prepared with one of your magus spell slots.

(Other magus abilities may modify what spells can be used with spell combat. For example, the broad study magus arcana explicitly states the magus can use spell combat to cast spells from the selected non-magus spellcasting class.)

—Pathfinder Design Team, 11/14/13:

So it is unclear if you can use items that cast Summoner spells on a Eidolon (example, a wand of enlarge person).

- You can use any spell on your familiar, regardless of the source.
For sure there is no limit on the spell list from which the spells come.

- * -

In another thread Chapy said that this FAQ bar you from using items with the Sahre spell ability:

FAQ wrote:


Items as Spells: Does using a potion, scroll, staff, or wand count as "casting a spell" for purposes of feats and special abilities like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with evocation spells, bloodline abilities, and so on?

No. Unless they specifically state otherwise, feats and abilities that modify spells you cast only affect actual spellcasting, not using magic items that emulate spellcasting or work like spellcasting.

—Sean K Reynolds, 09/01/10

But it say "feats and abilities that modify spells you cast" and that seem to limit the FAQ meaning to increasing DC, damage, range, etc. Share spell change your target nature. am am not totally convinced of Cheapy interpretation.

- * -

Maybe we need a new glossary entry that specify what we man with "spell list" so that the different authors will use the term in a consistent way.

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çPRD wrote:

Locate Weakness

School divination; Level inquisitor 3, magus 3, ranger 2, sorcerer/wizard 3, witch 3

Casting time 1 standard action

Components V, S, M/DF (a pickled predator's eye)

Range personal

Target you

Duration 1 minute/level

You can sense your foes' weak points, granting you greater damage with critical hits. Whenever you score a critical hit, roll the attack's damage dice (but not extra or precision damage dice) twice and take the highest result.

I am trying to gauge how powerful is this spell, and I am uncertain on how it work:

- you reroll all your damage dice at the same time and take the highest result as the damage you do?
(i.e. a typical magus roll 2d6 from his scimitar critical, get a 6 and a 8 and take the 8)
or
- your reroll every dice separately and keep the highest dice of each pair?
(i.e. a typical magus roll the first d6 from his scimitar critical, get a 2 and a 5 and take the 5, then he roll the second d6, get a 4 and a 3 and keel the 4, for a total damage of 9)

The first interpretation seem fairly weak as, as the number of dice increase, you tend to get a number near the average result. The math is fairly complicated but I doubt it will add more than a couple of hit point of damage to your critics.

The second seem acceptable for your weapon damage but it become too good when you land a shocking grasp critical.

Any idea of what it the intended mechanic?

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There are 2 different text for the casting time of SLA:

CRB magic chapter:

Quote:
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Bestiary - Universal monster rules:

Quote:
Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity.

I (probably influence by how they worked in the 1st and 2nd edition) have always used the Bestiary rule, having them require a standard action unless the monster ability explicitly said the SLA had a different casting time.

I had missed the first version until reading about it in another thread today.

Several GM that I know do the same.

So, what version of the text is correct? CRB or Bestiary?

And it is possible for Paizo to make an errata so that both text say the same thing?

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PRD wrote:


Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

So, what is a corporeal spell or effect?

1) one that has some physical constituent, like glitterdust, ice tomb or stone call?

2) one cast by a corporeal creature?

3) some other thing?

Spells like Searing light are corporeal?

Starting points:
- Force spell and effects effects always work;
- Spells and effects with a physical constituent always suffer from the 50% damage reduction or 50% chance of failure. That surely include some energy effect, like fire and acid.

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I have just received the mail announcing my shipment, so someone at Paizo is working the 26th of December.
Many thanks guys, but take your holidays, you merit them.

Have some nice holiday and a good New Year.

Diego

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Scenario: an hangman tree has a single target in reach.

It has 3 wines that do 1d6+7 of damage plus Grab and Pull, then it has the constrict special ability.

PRD wrote:


Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.

If there is only 1 target in reach, it can make a full attack, grab the target with the first attack and deal constriction damage and then, without releasing the grapple, attack with the other vines and deal constriction damage again with each successful attack? i. e. if a creature with the constriction SA grab you multiple times in a round without releasing you, it can apply the constriction damage multiple times?

RAW it seem to be the case, but the effect seem a bit excessive.

Note: I am fully aware that the tree can grab and constrict a creature, then release it with a free action then resolve the next attack that can be again a grab+constrict, but in that situation the tree is dealing with a creature with full CMD, not one with a reduced CMD for being grabbed.

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PRD wrote:

Creating Magic Armor

If spells are involved in the prerequisites for making the armor, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) and must provide any material components or focuses the spells require.

Same for Potions, Staffs, Wands.

But not Weapons, Wondrous items, Rods:

PRD wrote:


Creating Magic Weapons
If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require.

Rings have a different text again:

PRD wrote:


Creating Rings
Rings that duplicate spells with costly material components add in the value of 50 × the spell's component cost. Having a spell with a costly component as a prerequisite does not automatically incur this cost.

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.
apparently when enchanting weapons or rings you can use substitute items with the same final value as the diamonds required by the spell.

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I have posted this thread 3 and a half hours ago:
http://paizo.com/threads/rzs2qery?Catching-fire-Acid-pit-and-damaging-objec ts#1
link
in the Rule sections section of the forum. Now I have come and checked it to see if there were replies, but looking the Rule questions section of the forum I can't find it anywhere. I was capable to find it only because I am the thread creator and it is visible in the list of my posts.

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.

So:
1) other people can see it in the Rule questions forum?
2)Anyone has an idea about what happened?

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.

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