"Normal light" is a mechanical word denoting light strength (as opposed to bright/dim light). "Non-magical light" is a mechanical word denoting the source is mundane (or cosmic, in the case of "Ambient light"). I feel like claiming magical item effects have no spell level (not the same as 0-level) is going to create a lot of rules issues if applied unilaterally.
Darkness wrote: Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Seems like a bit of a stretch to assume "Nonmagical sources of light" means "Non sources of 'Magical Light'". Darkness wrote: Magical light sources only increase the light level in an area if they are of a higher spell level than darkness. If you wanted to interpret this section like that though, it would imply magical sources of "Light" (the spell) are the only magical sources that Darkness can suppress.
Dave Justus wrote:
Technically a magical item that generates light is a "Magical light source" and can potentially usurp darkness's area of effect. The same goes true for magical beasts that emanate light (Such as a zoog with spell sight). Supernatural effects are even explicitly calculated @ CL/2+1 for spell level interactions. The point of this thread is to find out if there are any rules references stating something similar with magic items.
Mark Seifter wrote: Chess Pwn is correct. The reason why the "general rule" you mention for precision damage doesn't apply here is that, oddly and unfortunately for us in later publications, the existence of that rule is a Mandela Effect (I thought it existed too). Precision damage could stand to have been defined explicitly in the CRB, but it actually never was, so we've needed/tried to add in the concealment text every time a new class (like swashbuckler) gets precision damage. Oh wow, that's really surprising. Thanks for pointing that out.
For the purpose of interacting with Darkness (the spell), how do you determine the spell level of a magic item? I'd assume that something that lists "light" as a creation requirement would only generate light as a 0-level spell. But what about magic items with no light spell requirements? Do you go off of the highest level spell requirement? The lowest? (CL/2)+1? Here are two examples:
I've heard conflicting accounts for uRogues. The wording under sneak attack had a clause removed stating that rogues could not deal sneak attack damage to targets in concealment (now changed to total concealment). However sneak attack deals precision damage which can not normally damage targets with any concealment. Archetypes like "Dark Lurker" make assumptions that uRogues already can ignore standard concealment (and rogue talents like Sniper's Eye which grant the ability have been removed). Basically my question is, should "A [uRogue] cannot sneak attack while striking a creature with total concealment." be treated as a rules text reminder (and a very poor one) or ability text to ignore standard concealment. For completions sake the standard rogue text reads, "A rogue cannot sneak attack while striking a creature with concealment."
Kayerloth wrote:
Where would I find rules text supporting this?
I'm playing a dark vision race in a group full of puny humans. I'm great at doing my rogue stuff, but only when I have some sort of concealment. Getting some sort of emanating vision obscuring effect is pretty easy to do, but my lame human allies start complaining that they can't see now. If I have to pick, obviously I'm going to ignore these weak pasty flesh-bags' request and become one with the life ending darkness. But if it's not too far out of my way... happy humans are helpful humans. Can I place an object at the bottom of a bag of holding to reduce its range? Alternatively, are there other ways to reduce the size of a spell?
I saw a player use one of these for the first time, and was entirely blindsided by the multitude of rules questions that came around as a result of them. Maybe you guys can help me. 1 - Rapid reload
Spoiler:
Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly. The "Minotaur Double Crossbow" (Hereafter MDC) is not a subset of hand, light, or heavy crossbows. It is also not a firearm of any type. This excludes it from being chosen with the "Rapid Reload" feat? 2 - Weapon Groups
Spoiler:
"double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, repeating hand crossbow, repeating heavy crossbow, repeating light crossbow, tube arrow shooter, underwater heavy crossbow, underwater light crossbow". This means that Fighters do not gain Weapon Training bonuses when using the MDC? 3 - Crossbow Mastery
I know pathfinder is more a feel it out as you go RAI kind of game, but PFS forces us to try and sort out what RAW means (which is why MDC exists as a weapon at all). I'd like to be very clear on how weird this weapon actually makes things before I consider replacing all my ranged weapon builds with it (since it outperforms basically every other ranged weapon at everything). For the record, MDC is a 3.5 version of the double crossbow that was overlooked by PFS's additional resources group and as such is still explicitly legal in spite of the "modernized" double crossbow. It suffers a -2 penalty to hit instead of a -4, and carries no rules text about crossbow mastery whatsoever (as apposed to the double crossbow's nerf text that prevents full attacks). It also can be used without exotic weapon proficiency as a racial weapon, which means its a half feat cheaper than the double crossbow, has +2 to hit, and is a faster reload.
Right now it's a alch 1 wizard 2
Wizard School:
Feats:
Int As high as possible
Currently I wear armor and just use non somatic spells:
Combat involves double wind servant casts by me and familiar for 2*wizard attacks Normal alchemical items:
Its just me as odd there there isn't an "amulet of hitting ghosts" or something like that.
Dastis wrote: Magic Missile This is a good spell, but first level magic missiles are only 1d4+1, so 3.5 damage average. There is a 5k staff that seems like it might be a reasonable buy at 7 damage average, but my alchemical items are scaling at ~9.5 damage per char level, so this is a pretty big step down. Are there any craftables or magic items to enhance my splash weapons vs ghosts?
Ectar wrote:
I only have a level 1 bomb, so that won't really contribute much (especially since alch bombs have a reflex save on splash). Ghost salt blanches seem like they might work, but I can only aply 1 to a given alchemichal item? Is there some rule that thrown items count as ammunition? Even with the reduced costs for crafting 66 gold (plus normal item costs) per 1d6+int is a high price to pay.
I'm playing a character that almost exclusively attacks with thrown weapons. I don't have any class skills that open up unique weapon types, but I'm really good at throwing lots of alchemical items etc. Ghosts have always been a problem because a flying incorporeal target is hard to splash, but I recently encountered a whole new level of difficult. In my most recent game, my party fought an incorporeal non undead elemental. This means holy water didn't work, and as far as I can tell from the rules incorporeal targets can't be hurt by non-magical weapons (everything alchemical). What are some simple ways of gaining ghostbusting tools? I have access to wizard and alchemist spell list, but not enough levels to really do anything with them (so scrolls and wands only). I've got almost nothing to spend my gold on.
Glorf Fei-Hung wrote:
The part that feels weird is, if you gain a second, secondary attack, you actually lose damage. It doesn't feel like this was designed for PC use.
There are a number of Racial traits, Race Traits, and low level class abilities that grant a PC access to a natural attack. Many of these attacks are secondary, and generally awful. But then I read the rules on natural attacks: "Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type." So, from what I'm reading here, so long as a PC doesn't learn a second natural weapon type, they can reliably deal >=1 Str even if it's a secondary attack? This feels wrong.
Rosc wrote:
I'm immune to scent, tremorsense, blindsight, blindsense, and by next level I think I can fool truesight too. It's insane that the one thing I can't beat is a cantrip.
"...–2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist’s Intelligence score to 0..." "Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1." Soooo the archetype is actually good?
Steven Schopmeyer wrote: What are? And what are their HD? Because a housecat in 3.5 was 1/2HD. Centipedes Purchase block:
Stat block:
Alternative Rats http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Rat%20(commo n) http://archivesofnethys.com/MonsterDisplay.aspx?ItemName=Rat
BigNorseWolf wrote:
I'm kind of winging it here because the concept of a functionally infinite caster level is still sort of amazing to me. But something like "Spell Resistance" with a 4 digit caster level seems substantially more useful than it would be normally. Also for the record, cats aren't the cheapest purchasable sacrifice.
Let me see if I understand this then: You can purchase >20 spellcasting services without any fancy tricks. Death Knell Aura maybe stacks, but nobody's really sure Everything fun goes away at end of session (misread a line on page 21 in the pathfinder guild guide, thanks for the clarification) Buying and murdering hundreds of kittens for eldritch power is kind of a shitty thing to do, but at worst requires atonement (unless you eat them or skin them or something afterwards, because for whatever reason that's just fine). So while you can't buy insanely high level permanent enhancements, you could (assuming death knell works like this) purchase a scroll of death knell aura, cast a level 9000 greater magic fang etc and trivialize an encounter?
Important preface: Cats cost 3cp.
Cats can not breathe underwater.
Death knell gives +1 caster level per target. Cats have a CR of 1/4.
Now for the question: Can I purchase spellcasting services for someone to cast death knell aura and consume the power of my killed cats. Then pay that same person to cast something like hardness for +150 to an item's hardness permanently?
Dastis wrote:
It happened 3 times in last night's game. I'm not sure if they had innate magic or if people were just unhappy with my constant stealth. Tower shields are wood by default, Gold is (ironically) the cheapest of the metal materials I can use here. I still need to make sure the tower shield is an inch thick because gold (in spite of being denser than lead) isn't explicitly called out as blocking detect magic. The other issue is that by carrying a shield in front of me I'll lose my fast movement, which makes stealthing a bit harder. I think enforcing the "3 rounds of concentration" bit is probably a good (good enough?) solution to detect magic.
When I make a full attack with pummeling style as it is (at least thematically) a single attack, how do I handle these combat triggers? Corrosive / Flaming "extra 1d6 points of ____ damage on a successful hit"
Invisibility (as per the spell) "The spell ends if the subject attacks any creature."
Invisibility (as per the Special Ability) "If an invisible creature strikes a character, the character struck knows the location of the creature that struck him"
Wrecking Wrath "Once per day, after successful hitting a foe with a melee weapon, you can add your Strength modifier to the damage roll a second time"
Charge Attacks In general, does the +2 from the charge attack carry over for every attack? Or just the first?
_Ozy_ wrote: Nondetection has a long duration. If you want to hide your items separately, you can use the 1st level Magic Aura spell. The big issue I'm running into is that I have ongoing magical effects on me (such as invisibility). Even if I had Magic Aura cast on all my gear (which would use up a lot of friendly spellcasts just to keep me online), the invisibility effect from ring of invisibility, or friendly mage armor would give away my position.
Targutai Minyatur wrote:
Are there magic items that grant this effect continuously? I don't have spellcasting levels (pure monk). And it looks like I'd need to cast this on every item that I wear. 5+ level 2 spells per day seems pretty expensive to thwart a cantrip.
I'm playing a very stealth focused character (skill focus stealth, ring of invisibility, dampen presence, the whole shebang), but its recently come to my attention that a common cantrip (detect magic) can cut through my years of training and plainly reveal my location to anyone with access to 0 level spells. Detect magic reads:
How do I coat myself in lead? Is there lead paint I can pour on everything? Is there a lead lined set of clothing I could put on? My character limitations are:
I want to be invisible as the night, but I'm having difficulties. Please advise.
Goblin_Priest wrote: Any reason you would rather not have mithral? Could guide in the suggestions. Mithral full plate is 15,000. I don't have a dex bonus and I don't have any armor proficiency, so the upsides of mithral don't really help me much. If there was a cheap (PFS legal) material that cut weight I would use it in a heartbeat. Stone is the only material legal for armor that also cuts weight, unfortunately it can only be used in stone-only armor constructions, and as such its weight reduction has already been calculated. Stone coat has been another option, saves me 1k gold vs full plate and 5 lb, but its 1 AC less, and if I imagine a slotless item with an untyped +1 to AC for 1k, I'd buy a billion of them. So I'd rather keep full plate.
Ed Girallon Poe wrote: Celestial Plate That's the same weight as mithral full plate but more expensive :(
I'm trying to play a non-somatic wizard in heavy armor, but with a wizard's brain comes a wizard's back. A wizard's back can not hold much. I'm already carrying around a large stone slab (30lb) for "reasons". What tactics can I use to reliably wear full plate (or something similar). Things I am considering (but would still like to hear alternatives):
Things I would rather not:
What else can I do?
I've fallen in love with "Buoyancy" (immediate action, multiple targets, will save) as a metamagic delivery system. The problem is the only metamagic I can apply to it (toxic spell) requires a fortitude save. Is there a feat/class/trait/etc that lets me change the save a creature would need to make? Let's make poison great
After reading through the metamagic entries I came across "Toxic Spell", which unlike most of the other crowd control metamagic feats, doesn't require a damage roll to activate. This got me thinking, if I apply metamagic to a harmless spell, is there any indication that an NCP would have to refuse the buff (assuming they are already friendly).
BigNorseWolf wrote:
I'm in the bay area (california). I know at least 1 of the GMs doesn't play anymore.
I just got back to PFS after 3-4 years of inactivity. I have a couple of characters that I'd like to play, but I don't have any of the chronicle sheets. I know PFS tracks which chronicles which of my characters plays in, so is there anyway I can recover how much gold etc I'm supposed to have? What is the protocol for something like this?
Senji975310 wrote:
I've been trying to build a "dedicated parent" build, where everything the character picks up is to make their companion succeed. Right now a rough estimate of the character build path will be: Character Build wrote:
It's still a bit of a loose build because I have to hunt down some more rules clarifications before I set it in motion, but it should give me a pretty good set of skills to RP with and a good set of combat tools.
I know levels of different classes that grant a familiar don't grant additional familiars, and I'm assuming the verbiage is supposed to imply that levels of the same class also do not grant multiple familiars. What happens when there are multiple familiars with unique abilities being granted? Do both ability profiles apply like archetypes? Would I get a homunculus that could live inside my neck as a tumor? Do I just have to pick one familiar profile to apply?
In general should I be using the invisible spell to define attack? I was under the assumption that invisible had excessive restrictions above and beyond what "attacking" normally meant. Since it says "The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes..." QuidEst wrote: It says that Unseen Servants can't attack in any way, not that they can't make attack rolls. Firing Magic Missile at someone is definitely attacking. Unseen Servants would need to be able to talk to speak the command word for a magic item. Entwined Serpent just says "At will, the wielder can use the staff to cast magic missile". Is there a footnote somewhere that says all magic items require a command word? Where would I find that? Drahliana Moonrunner wrote: Unseen servants aren't characters or butlers, they're animated bits of force that can do exactly what the spell description allows... nothing more than that. I'm totally on board with this. The spell is pretty vague though. The only helpful rulestext unseen servant gives me is:
Produce Flame is a first level druid spell well known for its atypical wording (0 foot non touch spell). Spoiler:
School evocation [fire]; Level druid 1
Casting Time 1 standard action Components V, S Range 0 ft. Effect flame in your palm Duration 1 min./level (D) Saving Throw none; Spell Resistance yes Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater. A lot of people are interested in stacking produce flame with unarmed attacks or the number of melee attacks that can be made per level. This is not that thread. I'm interested in how Produce Flame operates as a weapon and the nuances that result because of that function. The ranged version of Produce Flame operates as a thrown weapon: Does this add strength to your ranged Produce Flame damage? Does this no longer count as spell damage for the purposes of Feats/Abilities? Amulet of Mighty Fists and Produce Flame:
Two Weapon Fighting:
I appreciate any citations/historical insight/general thoughts you have to share.
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