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Goblin Squad Member. Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber. Pathfinder Society Member. 4,740 posts. 1 review. 1 list. No wishlists.


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Andoran

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

Today FAQ:

FAQ wrote:

Invisibility: Can you see yourself when you're invisible?

The spell doesn't say one way or the other.

Because being invisible doesn't give you penalties on actions that require you to be able to see exactly what you're doing (such as picking a lock), you can assume that you can at least see yourself well enough to perform such actions without penalty. Whether this means you can see yourself as if you were not invisible, can see yourself as a ghostly image, or some other description is up to the GM, so long as the description doesn't hinder your own actions.

—Pathfinder Design Team, yesterday

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?

Andoran

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

The recent FAQ about the magus:

FAQ wrote:

Magus: Does spell combat count as making a full attack action for the purpose of haste and other effects?

No. Spell combat is its own kind of full-round action, and is not a full attack action.

PRD wrote:

Spell combat:

...
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).
...

From this text it an attack but not any form of attack action. The FAQ reiterate that.

PRD wrote:

Combat Expertise

...
You can only choose to use this feat when you declare that you are making an [b]attack or a full-attack action[b] with a melee weapon.
...

AFAIK you can't even fight defensively as:

PRD wrote:


Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn.

require you to use a standard action to fight and you are using a full round action and

PRD wrote:
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?

Andoran

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

From the last group of FAQs:

FAQ wrote:

Unarmed Strike: For the purpose of magic fang and other spells, is an unarmed strike your whole body, or is it a part of your body (such as a fist or kick)?

As written, the text isn't as clear as it could be. Because magic fang requires the caster to select a specific natural attack to affect, you could interpret that to mean you have to do the same thing for each body part you want to enhance with the spell (fist, elbow, kick, knee, headbutt, and so on).
However, there's no game mechanic specifying what body part a monk has to use to make an unarmed strike (other than if the monk is holding an object with his hands, he probably can't use that hand to make an unarmed strike), so a monk could just pick a body part to enhance with the spell and always use that body part, especially as the 12/4/2012 revised ruling for flurry of blows allows a monk to flurry with the same weapon (in this case, an unarmed strike) for all flurry attacks.
This means there is no game mechanical reason to require magic fang and similar spells to specify one body part for an enhanced unarmed strike. Therefore, a creature's unarmed strike is its entire body, and a magic fang (or similar spell) cast on a creature's unarmed strike affects all unarmed strikes the creature makes.
The text of magic fang will be updated slightly in the next Core Rulebook update to take this ruling into account.

—Pathfinder Design Team, 03/01/13

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?

Andoran

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

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.
Even Panacea, a first level spell, will put you into a sleep state and allow for a Coup de grace.

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.

Andoran

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

From the Animal Companion:

Quote:

INSTANT MUZZLE CL 9th

SLOT none PRICE 6,500 GP WEIGHT 4 lbs.
AURA moderate enchantment and transmutation

This ball of iron bands and hinges is about the size of a human fist. Three times per day, when thrown at a creature or space as thrown weapon, the contraption opens up as it strikes a solid surface, taking the shape of a metal muzzle. If it hits the target, the muzzle immediately attaches itself to the face of any Large or smaller creature struck by the ball or any single Large or smaller creature in the 5-foot square so targeted. The muzzle harmlessly clatters to the ground and returns to ball form if it fails to strike a creature or no creature is present in the space in which it landed, and it does not return to its thrower.
A creature muzzled with an instant muzzle cannot speak properly (if it was normally able to do so), and gains a 20% spell failure chance for any spell it attempts to cast with verbal components, and a 20% chance to incorrectly use a command word when activating a magic item. The muzzled creature cannot make bite attacks or even drink or eat properly. The muzzle has hardness 10 and 25 hit points. An instant muzzle remains attached to a creature for 4 rounds before detaching and returning to ball form, immediately teleporting back to the hand of the creature that originally threw the item.

CONSTRUCTION REQUIREMENTS COST 3,250 GP
Craft Wondrous Item, fumbletongue UM, telekinesis

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.).
"or space". Sorry? so you can throw this thing to a space, hit it and muzzle a creature in that space, with no need to care for his actual AC, concealment, mirror images, blur, ecc., without a ST or anything?

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?

Andoran

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

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.
What power work and what power don't work if someone dispel it?
What is the DC of crafting the item?

Checking the crafting rules I find this:
Creating Staves:
"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."

No similar text for the other items.

Someone know if there is a Dev answer to this doubt?

Andoran

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

What crafting requirements can you bypass by adding +5 to the DC of your Spellcraft check?

As presented on page 549 of the Core Rulebook, there are no limitations other than (1) you have to have the item creation feat, and (2) you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites. So racial requirements, specific spell requirements, math requirements (such as "caster level must be at least three times the enhancement bonus"), and so on, are all subject to the +5 DC rule.

—Pathfinder Design Team, 02/22/13

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.
How the +5 to the DC is applied?

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?
I.e. a 3rd level crafter making a +2 weapon would have a +15 to the DC while a 5th level crafter would have a +5 to the DC?

It is a +5 missed crafting tier?
i.e. if you want to make a +5 sword that require you to be level 15 (5*3) but you are only able to make +4 swords (level 12-14) you get a +5 to the DC, but if you are only able to make +3 swords )level 9-11) you get a +10 to the DC and so on.

Any idea?

Andoran

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

There is something strange in the pricing of the Strand of prayer beads.

PRD wrote:
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?

Andoran

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

The rules about polymorph say:

PRD wrote:


When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form.

Bonuses are definite as:

PRD wrote:


Bonus: Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.

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.
-A Ring that has you constantly under the effect of Resist Energy or Freedom of Movement. Doesn't work for some reason. [not so sure about resist Energy, as it give the wearer resistance 10 against fire]
-A Ring that has you constantly under the effect of Shield of Faith. Now this one does work fine.
- Feather step slippers cease to function because they don't provide a bonus
- Boots of striding and springing do because they do give a bonus.

So what is the intention of the rule?

Andoran

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

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?

Andoran

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

My list of subscriptions start to be a bit unwieldy. There is any way to hide it?

Andoran

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

This idea come up in another thread:
- dispel the big magic sword of the fighter;
- shatter it while it is a non magical object.
I think there is some problem with that idea:

PRD wrote:


Shatter
School evocation [sonic]; Level bard 2, cleric 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (a chip of mica)
Range close (25 ft. + 5 ft./2 levels)
Area or Target 5-ft.-radius spread; or one solid object or one crystalline creature
Duration instantaneous
Saving Throw Will negates (object); Will negates (object) or Fortitude half; see text; Spell Resistance yes

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

PRD wrote:


(object): The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, or the like) by a creature resisting the spell, in which case the object uses the creature's saving throw bonus unless its own bonus is greater. This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects. A magic item's saving throw bonuses are each equal to 2 + 1/2 the item's caster level.

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."
So, what is the damage dealt by shatter? Unless it is a crystalline item you don't know as the spells don't quantify the damage. [a crystalline item, by the text, is destroyed].
A adamantine weapon is as resistant or as weak to this spell as a normal steel one? Or a leather and cloth sling?

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?

Andoran

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

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;
- you can cast a quickened spell as a swift action;
- so it is possible to cast a quickened shocking grasp and use spellstrike to attack with your weapon.

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?
At what modifier?

Andoran

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

Underwater combat rules:

PRD wrote:
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.

Underwater Crossbow:

PRD wrote:

Merfolk Equipment

Merfolk have access to the following equipment.

Underwater Crossbow: An underwater crossbow functions like its normal counterpart above water, and can be used underwater. When fired underwater, the crossbow has a range increment of 20 feet. Anyone proficient with a normal crossbow can use an underwater crossbow.

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:
- missile weapons used underwater are meant to have a 5' range increment instead of their normal range increment?
- there is a more extensive explanation of underwater combat in some supplement, like the shackles pirate AP?

- * -

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.
I think this need a FAQ.

Andoran

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

Looking the alchemist formulae list in the Advanced player's guide I don't see the spell poison anywhere.
If I look the list of the alchemist "spells" in the index part of the PRD, I get Poison as a 2nd level formulae.

Someone know if it is a spell that only some alchemist archetype get, or simply an error in the database?

Andoran

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

Alchemist: What kind of action is it to use an extract, mutagen, or throw a bomb?

It is a standard action to use an extract, mutagen, or throw a bomb. This action includes retrieving the necessary materials from the alchemist's supplies, in the same manner as retrieving a material component is included in the act of spellcasting.

—Sean K Reynolds, 09/01/10

Burst of speed wrote:


Burst of Speed

School transmutation; Level alchemist 3, antipaladin 3, magus 3, inquisitor 3, paladin 3, ranger 3
Casting Time 1 swift action
Component V
Range personal
Target you
Duration see text

Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or Heavy armor), your movement does not provoke attacks of opportunity, and you can move through the space of creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a creature.

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

Andoran

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

The ring of spell storing say:

PRD wrote:


A minor ring of spell storing contains up to three levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell.

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?

Andoran

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

The alchemist infusion discovery say:

PRD wrote:
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?

Andoran

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

Today I have received this from a distributor of used games:

Quote:
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?

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
39 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

The cackle hex say:

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

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."
As written that allow the witch to cackle for an extended period (hours) using both his move and standard action and extend the duration of the hex by hours. It is working as intended?

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?
(with the first interpretation the witch could keep up the fortune hex for a whole day and the reuse it on the same targets the next day, with the latter using it for a full day would bar him from using it on the same targets the next day)

Please hit the FAQ button.

Andoran

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

A normal bow assume a strength modifier of +0 to use it, If you have a lesser strength you are penalized.
Shortbow: If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow.
Shortbow, Composite: If your Strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency.

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?

Andoran

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

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.

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
D20PSRD wrote:

Gloves, Deliquescent

Aura moderate conjuration; CL 7th
Slot hands; Price 8,000 gp; Weight 1 lb.
DESCRIPTION

These heavy leather gloves ripple and flows at the wearer’s command, reshaping to fit any hand, claw, tentacle, or alien limb.

The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage. 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.

The wearer’s gloved hand is protected from the acid ability of oozes, allowing him to use that hand to attack oozes with unarmed strike or natural attack without risk of harm from contact with the ooze. Thesae unarmed strikes and natural attacks never cause an ooze to split.

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.
Really the RAI is to give the corrosive ability to all and any weapon that you wield with that hand (missile weapons included)? Corrosive is a +1 ability for weapons, adding it to a weapon with a +2 enhancement would cost 10.000 gp, to a +3 weapon 14.000 and so on, and a item with extra abilities and the capacity of enhancing whatever weapon you pick up would cost only 8.000?

It seem a bit underpriced.

Andoran

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

The first question is:
1) It is possible to cumulate Arcane strike and the bonus of Arcane pool on the same weapon?

During playtesting the reply was NO:

Quote:


Yeah, that wording needs some tweaking. These are not meant to stack.

Jason Bulmahn
Lead Designer
Paizo Publishing

Jason Bulmahn

Yeah, the max +10 rule is still in effect, and this ability is meant to emulate and improve upon Arcane Strike, hence the no stacking bit. I can see now that this needs some clarifications to get it there and it will be addressed in the final version.

Jason Bulmahn
Lead Designer
Paizo Publishing

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

Quote:
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)

Andoran

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

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.
Most examples from fiction or legend aren't mono dimensional with only a characteristic defining them.
Hercules wasn't simply a strong guy with a initial set of characteristics reading: 20/10/16/7/7/7, his mental capabilities were good, he was capable to think on his feet and find clever solutions in a hurry.
Gandalf isn't a intelligence only wizard, he often use a sword with good results.
I think we can find plenty of examples.

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?
something like:
"You can draw upon your mythic power a number of times per day equal to your mythic tier plus the total of your ability scores modifiers /2?
or another some similar formula?

With the current method class that require multiple characteristics are penalized.

Edit:
the total modifiers/2 part is because it is easier to get +2 items for all 6 stats than a +6 for one, but it can be easily removed an still allow for a more balanced character.

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
Michael Brock wrote:
Scott Young wrote:


handwaving who actually did it. Not a PC, since there is no crafting, so it doesn't really matter who does it.

This.

Belafon wrote:


The first question is: Did you do enough damage to destroy it (more than total hp) or just to give it the broken condition (between 1/2 and 1 hp left)? Remember that the +1 enhancement bonus gives +2 hardness and +10 HP. The item has a CL of the highest enchantment on it (in this case 12),
PRD wrote:


Caster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

so that leaves us with:

If it's broken, he needs a whole bunch of CL12 mending spells cost. 60 gp each and they restore 1d4 HP each.

If it's destroyed, he first needs a make whole at CL24. I've never seen a definitive answer on whether or not you can even get such a CL in PFS. It's a big debate precisely because of how devastating sunder can be. Assuming it's allowed, you need one casting of make whole for 480 gp, this will give it 1D4 HP and restore the magic properties, then follow up with mending until full. You can't have a craftsman repair it, they can't restore magic properties to destroyed items, that requires make whole.

And this

I am missing what is the ruling, can you elaborate your reply?

The biggest problems, from what I get is:
1) it is possible to repair an item with make whole if that require a caster above level 20?
2) We can hand wave who did the work, but we can find someone capable to do that "on the field" in the first hamlet we find or we should do that between missions?

Andoran

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

Recently my group a lost a seizable amount of loot as a BEEG Bag of holding was destroyed.
What was in the bag is lost, but one of the player asked if he was capable to identify the destroyed magic item. That and a thread about repairing a sundered sword got me thinking about identifying and repairing destroyed magic items.

Relevant pieces of the rules:

Detect Magic wrote:

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

It is possible to identify a magic item by its lingering aura?

Repairing Magic Items wrote:


Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time. The make whole spell can also repair a damaged (or even a destroyed) magic items—if the caster is high enough level.

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?
I would use the old 3.x rules, but maybe there is the need for an errata.

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?
You get the same "discount" as crafting it? i.e you pay 50% to repair a broken item and the, as you are the crafter, you get a halve that, for a final cost of 25%?

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
99 people marked this as FAQ candidate. Added to the FAQ. 4 people marked this as a favorite.

This post state clearly that a Attack action is a Standard action:

Jason Bulmahn wrote:

As of the current rules, you cannot use Vital Strike as part of a charge. Vital Strike is an attack action, which is a type of standard action. Charge is a special full-round action (excluding partial charge). You cannot currently combine the two. The preview was in error. Alas I did not catch it until weeks later, and by then, there was no point in digging up old topics.

Hope that helps...

Jason Bulmahn
Lead Designer
Paizo Publishing

the combat section of the PRD seem to imply that you can make multiple sunder attempts in a full attack.

PRD wrote:


Sunder
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

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)

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
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?
If my reading of the power is exact I think it will not interact in any way, as you aren't changing the incoming damage but you are changing the damage you have already received.

Andoran

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

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.
It is not a terrible problem as only the left high corner of the softbounds has developed it. They are slightly sticky, the paper is slightly corrugated in that area and, when the page are forced open, some of the ink and paper stay glued to the other page, leaving white "scars" on the opposite page.
As a librarian that speak to me of the books being exposed to extremely high humidity.
I am not a fetishist of the perfect book as my books are read and uses, so they don't stay perfect for long, but I don't like getting them already damaged.

In the past I had that problem a few other times, if I recall correctly always with late summer packages.

Additional information:

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.

Thanks

Edit:

6) even in the past the problem was with softbound, not hardbound

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
1 person marked this as FAQ candidate. 3 people marked this as a favorite.

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:


Alchemy Crafting Kit Price 25 gp Weight 50 lbs.
An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was called an “alchemist’s kit” in the Advanced Player’s Guide, and was renamed to avoid confusion with this book’s pre-selected set of adventuring gear called an “alchemist’s kit.”)

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.

Andoran

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

Escape route:

PRD wrote:

Escape Route (Teamwork)

You have trained to watch your allies' backs, covering them as they make tactical withdraws.

Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Ravingdork wrote:


I recommend the Escape Route teamwork feat. Put it on both you and your mount, and neither of you will ever be bothered by movement-related AoO's during mounted combat for the rest of your career.
...
My summoner and his serpent-dragon eidolon mount use the combo to great effect. Drives my GM nuts.

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?

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
26 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

The rule bending thread has highlighted two question about the ring of evasion:

1) The ring say:
"This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage."

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)
The ranger ability (limited to medium armor)
The animal companion version (no armor limit but they can use barding)
The eidolon version (AFAIK, with the appropriate feats and shape an eidolon can wear armor).

Please FAQ.

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
7 people marked this as FAQ candidate. Answered in the errata.

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.

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
32 people marked this as FAQ candidate. Answered in the FAQ.
James Jacobs wrote:
Diego Rossi wrote:
James Jacobs wrote:

Ugh... while we tried our best to make sure the Summon Monster lists were accurate, there is obviously some errors.

Errata is:

Change Giant Lizard to Monitor Lizard. (The lists don't support summoning a giant frilled lizard, but you could probably add them to summon monster V or summon nature's ally V.)

...

Change Ant, soldier to Ant, giant.

The majority of these errors, I suspect, came from miscommunication between what was and wasn't changing with these animals in the switchover between the 3.5 Monster Manual and the Pathfinder Bestiary.

A few other notes:

The Giant Frilled Lizard is so much tougher than a bison or an ape because it's something that probably would HUNT bisons or apes. It'd be best to compare the giant frilled lizard ecologically wise to a tiger or bear; it's a top-tier predator.

...

Hello James, I was preparing the sheets for for the creatures called by Summoning III and noticed that these two entries are still unchanged in the 5th edition. I have FAQed your old (2009) post, but maybe you could remember this to the appropriate person.

(I know it is not your job, but I am not sure FAQing a 2009 post will do much)

I would repost that to a new thread on the rules forum then and re-hit the FAQ button. I'm pretty sure that one slipped by multiple times. I'll try to re-send that bit of errata to the design team as well, but it absolutely can not hurt to have multiple fronts!

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.

Andoran

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

Same or very similar text for plenty of classes.

PRD wrote:

Range

A spell's range indicates how far from you it can reach, as defined in the range entry of the spell description.
....
Personal: The spell affects only you.
Touch: ...
Close: ...
Medium: ...
Long: ...
Unlimited: ...
Range Expressed in Feet: ...

So an actual range of "you" don't exist.

My personal interpretation is that a range of "you" is the same thing of a range of "personal", but I have seen plenty of people claiming that it mean "any spell that you can cast on yourself", regardless of the range at which you can actually cast it.
As an example, the second interpretation would allow the use of enlarge person on a animal companion.

So someone has a definitive ruling that say if it is one way or another?
If not, please hit FAQ as is would be a good thing to correct that text, either substituting "you" with "personal" or with "any spell you can cast on yourself".

Andoran

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

(reposted from a PFS thread as it is a general rule question)

A question about a witch replacing a dead familiar:

Quote:
If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch’s level and her patron (see patron spells).

What are the bonus spells?

- only the patron spells
- the two spell each level that the witch get for his class progression plus the patron spells
- all the above plus his intelligence bonus as first level spells

Andoran

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

Some rule questions about attacks of opportunity:

Actions In Combat table wrote:


Full-Round Action: Use a touch spell on up to six friends: Attack of Opportunity: Yes

1) This provoke 1 AoO or up to six (i.e. up to the number of touch used)?

(note that it is not a AoO for casting the spell, you can be a target for a AoO even if you were "holding the charge" from a previous round)

2) There is no corresponding line for using a touch spell on one friend.
Delivering 1 touch is a standard action or a it is still a full round action?
It still provoke?

If touching a friend to deliver a spell is always a full-round action "holding a charge" become way less interesting and combat healing become problematic.

This don't help much:

PRD wrote:
Touch: ... Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

Again, touching 6 creatures is a full round action. touching 5? 2? One?

This text can cause a lot of problems. I am used to situations in which player that was "holding a charge" could walk his full movement and then deliver the spell as a standard action against a friendly target, but if delivering a held charge is a full round action there is a problem with moving ad delivering it.

if, as more coherently with other rules, it is a standard action to deliver a held spellagainst a single target, we are lacking a row in the standard action section of the table, and we still have the problem if delivering the spell provoke or not.

If you feel that touching one target shouldn't provoke, why touching more than one will provoke?

Andoran

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

A few question related to the Oracle Life link ability.

PRD wrote:
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

1) at what range you can create a bond? The ability don't specify anything.

2) If the oracle is unconscious, has 10 constitution, is at -9 HP and has life link running, how much will he cure?
Up to his constitution in hp and then he would die (i.e. 1 hp in this situation)?
Or 5 hp for each person linked, so that if he had 4 links running he would heal 5 hp toe each target and get at -29?

3) It count as healing for stopping bleeding effects from wounds or the loss of hit point for the dying condition?

4) It count as magical healing for things like the Infernal Wound ability of Horned devils?

To better explain questions 2-4, my doubt is if the life link is a form of magical healing (an so can fail tanks to the Infernal wound effect, will stop bleeding and so on) or it is a transference of life energy and so it is limited to the life energy available to the oracle but work even against effects that limit healing.

Andoran

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

earl of Power: What is the caster level required to create this item?

Though the listed Caster Level for a pearl of power is 17th, that caster level is not part of the Requirements listing for that item. Therefore, the only caster level requirement for a pearl of power is the character has to be able to cast spells of the desired level.

However, it makes sense that the minimum caster level of the pearl is the minimum caster level necessary to cast spells of that level--it would be strange for a 2nd-level pearl to be CL 1st.

For example, a 3rd-level wizard with Craft Wondrous Item can create a 1st-level pearl, with a minimum caster level of 1. He can set the caster level to whatever he wants (assuming he can meet the crafting DC), though the pearl's caster level has no effect on its powers (other than its ability to resist dispel magic). If he wants to make a 2nd-level pearl, the caster level has to be at least 3, as wizards can't cast 2nd-level spells until they reach character level 3. He can even try to make a 3rd-level pearl, though the minimum caster level is 5, and he adds +5 to the DC because he doesn't meet the "able to cast 3rd-level spells" requirement.

—Sean K Reynolds, 08/18/10

This FAQ indirectly say that it is possible to craft items above the character CL. apparently with a single +5 to DC for missing the prerequisite ability a no increase in DC for missing the caster level. It is how it should work?

That will really allow someone to craft a luck sword with wishes, as soon as they get the minimum skill level to reliably beat the DC.

With a CL of 17 and missing only 1 prerequisite it would be a DC of 27, so a 10th level character with skill focus spellcraft and no intelligence bonus could do it.

A wizard with 18 intelligence, Craft weapons, masterwork tools and skill focus could beat that DC at level 5! it would be harder to meet the prerequisites for the +2 to hit and damage than the DC to craft a wish granting item.

While the above are extreme examples, being capable of crafting items at a CL higher than yours character level seem out of kilter with other rules of the game, where it is very hard to get your abilities to work above that limit.

Edit. math correction and Cheapy point about the +2 bonus.

Andoran

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

I wish to thank all Paizo Costumer Service personnel for the good work they do.

When I have some problem with my orders they are always speedy and courteous in resolving them, even if the problem is born from my fumbling fingers.

Keep up the good work and thank again.

Andoran

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

The recent discussions about stealth and hiding had me re read uncanny dodge, and I noticed something I had always missed:
it don't protect against losing your dexterity if you are blinded, in total darkness or even if the other guy is simply using stealth (none of those things grant the invisible condition).

A Barbarian Uncanny dodge is even weaker (but I did know that) as it will not protect you from losing your dexterity to a invisible opponent, it protect you only from being flat footed by a invisible opponent.

It is a intended effect or it is a oversight?
Or there is a FAQ somewhere that I have missed?

Evidence:

Rogue wrote:


Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Barbarian wrote:


Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

...

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Pre-emptive note:

Flat footed is not the same as losing your dexterity to AC.

Andoran

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

In a long discussion about using Arcane mark as an attack I have seen several claims of "I will Arcane mark his face with the word thief" or "with a big X".

From my reading of the spell:

- The mark will appear where you touch an object/creature, you can't chose a specific spot unless you use some kind of called shots.
So, if used as a combat touch attack the mark will generally appear in some part of the target clothes, not on his face (for a humanoid target) or in upon is body (when targeting most creatures). You could place the mark in a specific location only if your target was helpless or willing.

- The mark is your personal signature. From the description it is a fixed text, not something that can be changed on the spur of the moment.
After thinking about it my opinion is that a player can choose what the mark say when he prepare the spell and he can change the text when he prepare again his spells. Nothing more.
So if he want to have it say Thief he has to have memorized it as thief and he can't change it till the next time he memorize his cantrips.

(Note that in the 3.x version, at least in forgotten Relams, the goddess of magic enforced the uniqueness of the wizard marks. Every wizard had a specific personal wizard mark and he was prohibited from coping another guy mark. That was not maintained in Pathfinder but the spell text somewhat reflect that idea.)

Andoran

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

I have a player with a summoner character. He has just reached 4th level and he want (obviously) to get the maximum number of attacks with his eidolon.

He think he can get them with 2 claw attack (arm), bite and slam.

He read the slam ability as a body slam. My reading of the ability is that it replace one or both claws attack but I am not sure what interpretation is right, mine or his.

So I have 2 question for the forum collective wisdom:
- the slam replace the one or both claw attacks?
- what combo will allow him to get 4 attacks at level 4?

Note: the eidolon form is Bipedal

I have found some older post about this question but nothing conclusive.

Andoran

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

The question has been made moot by Grick with:

"Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity"

and link to the relevant section of the rules

A recent discussion in the Advice section has evidenced that there are problems with what is an armed touch attack when used to deliver touch range spells.

The problem:
- the rules say that a attack that is not armed provoke an attack of opportunity
- some spell that can be delivered by touch attacks count as an armed attack and don’t provoke
(for example Shocking grasp)
- some touch range spells, that can be delivered by a touch attack clearly don’t count (for example Restoration or Invisibility)
- some spell are in a muddy middle ground (Cure spells when used to cure and not to harm, Arcane mark [being marked is a negative effect and can be constructed as being sufficiently threatening to count as an armed attack])

Then we have an added problem with the means of delivery utilized:
- a magus Spellstrike: the spell don’t count as a weapon, but he is using a weapon to deliver the spell
- a spellcaster with improved unarmed strike
- a spellcaster with a naturally damaging touch

Opinions?
And if you think it is a valid question, please hit the FAQ button.

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
Ross Byers wrote:
I removed some bickering. Flag it and move on, folks.

Ross, I know it can seem a strange request, but is possible to get a record in our own page of the posts that were removed? And maybe a red highlighting for the parts that made them removal worth?

I have noticed that a couple of mine have been removed, for some I get why, for other I am in doubt (citations of other removed posts? too aggressive? other reasons?). Sometime, if I return to a thread after a time I don't even recall what was in a removed post.

If it is not too much work it would be nice, as it would teach us what is the limit on the Paizo forum (probably I have some bad habit as I am used to the way more aggressive EVE forum).

Andoran

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

In the Magic chapter the rules about material components say:

Components wrote:


A spell's components explain what you must do or possess to cast the spell. The components entry in a spell description includes abbreviations that tell you what type of components it requires. Specifics for material and focus components are given at the end of the descriptive text. Usually you don't need to worry about components, but when you can't use a component for some reason or when a material or focus component is expensive, then the components are important.
...
Material (M): A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.

Divine Focus (DF): A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character's faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.

If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviation after the slash).

So apparently there is no requirement for you to have the material components in your hand when you cast a spell. You only need to have them in your component pouch.

But, in the same chapter, the grappling rules say:

Grappling or Pinned: wrote:


The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

implying that you need to have the material components in your hand when casting a spell.

So, there is any section of the rules where the need to have your components in hand is explicitly stated?
Or all the old GM like me are keeping that rule from older editions and Pathfinder don't enforce it (and the grappling rule is an artefact left over from earlier editions)?[

Note: I know that Eschew materials will remove the problem, but that is not the way to resolve a rule question.

Andoran

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

I have some doubt about the witch Cackle hex:

1) a Cackling witch can maintain more than one hex with one Cackle?

2) She should use one Cackle for each hex she maintain?

3) She can maintain different kinds of hexes at the same time?

Andoran

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

Beside my ongoing subscriptions I am preordering Paizo material for a few friends (I am the one with a CC and and address where there is always someone to receive the package).

This mean that even preordering some product they will not get their copy of the PDF at it will be in my downloads with my name on it.

There is some way to resolve this little problem?

Andoran

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules, Card Game, Comics, Pawns Subscriber
1 person marked this as FAQ candidate.
Prehensile Hair wrote:


Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

I have 2 doubts about this witch Hex:

1) The hair should be always used as a secondary attack, even when the witch is attacking only with them or they are a kind of natural attack that can be used, with the usual malus of being treated as a secondary attack, in conjunction regular attacks or alone and at full attack bonus?

2) they can be used to deliver a touch range spell?

I am favourable to say that they can be used as a primary natural attack if used alone and that they can deliver touch spells, but I want to hear what people will say pro and against that and especially why as there can be problems I am not seeing.

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