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Supreme Hunter

Eridan's page

727 posts. No reviews. No lists. No wishlists.


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Dont buy X bottles of wine for 1gp each. Buy only one bottle of really good wine.
Save a one gp every month and when your liver is old you have enough for a cleric and a heal/regenerate spell.

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Can the attacker see the target?
Under what light conditions can the attacker see the target?

In your example the drow gets no penalties because he has darkvision 120ft. There is no cover/concealment for the PC because the drow sees him.

The PC can shot at the Drow without penalties too because the drow is standing in a light. The PC sees his target .. no concealment.

Hawktitan wrote:

Step 1) Add water

Step 2) Transmute mud to rock
Step 3) Stone Shape
Step 4) Stone to Flesh
Step 5) Raise Dead

A chunk of flesh is not the same as a body of a creature.

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The money is for the wine you need during the hours of writing and learning :)

Ok this formulas are a little easier :)

Wound points = 20 + (4 x CON bonus)
Wound threshold = 10 + (2 x CON bonus)

Note: A CON score of 15 results in a CON bonus of 2.5 for this formulas.

Regarding Toughness:

As Odraude said there is a rewritten version of he Toughness Feat for Wounds & Vigor



You have enhanced physical stamina.

Benefit: You gain 1 wound point for every level or Hit Die your character has.

I would use this rule for favorite class bonus HP too.

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While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole.

A body cut into X pieces has X wounds that are all closed by the spell. So basically during the casting the body is put together and everything is fine as long as you have 100% of the body available. If something is missing it is still missing after the completion of the spell. That can be serious if it is essential for survival.

Dont think so complicated. Use your common sense and talk with your GM.

In my opinion only Darkvision, Low Light vision (debatable) and Scent (via race trait) are abilities of the common races that are effected. Some other abilities are useless is you shapechange to a non-humanoid form like an animal (Weapon Familiarity as an example). You dont loose this ability but you cannot use it anymore because it is physically not possible.

Abilities that give you a bonus to skills, attributes, saves etc. are never effected. Only EX or SU abilities that are listed in the books (see bestiary - universal monster rules or CRB - glossary for a list of abilities)

Your Wound points and Wound threshold depend on the Constitution score.

Wound points = 2 x CON
Wound threshold = 1 x CON

Due to the fact that the CON bonus is hidden in the CON score and a high CON score/bonus is important!

If you like the CON bonus then use this formulas for wounds and threshold:

Wound points = 2 x (10 + (2 x CON bonus))
Wound threshold = 1 x (10 + (2 x CON bonus))

Note: A CON score of 15 results in a CON bonus of 2.5 for this formulas.

Bob Bob Bob wrote:
Sure, dude dual wielding shields.

A nice 'see what i can do' video but is this fighing style effective ? He is doing some kind of kata and it looks unbalanced and slow. He has some problems to stops moves or change the direction of an attack. An attacker will easily outmaneuver this guy. He should use two tonfa for faster attacks and some defensive abilities. Try to search for a two shield fighting style and you will find only a few hits.

Two shields are possible but really uncommon.

Now PF come into play. With some feats an enchantments a two shield fighting style is the best fighting style in the game. Shield bonus, no TWF penalties, best One-Handed Damaged.

All higher level fighters should use this fighting style!

Shield spikes and the Bashing enchantment dont stack by RAI.

Search the boards for comments like this:

James Jacobs wrote:
Karui Kage wrote:
They combine and are treated as a shield 3 sizes larger. This was covered in the 3.5 FAQ and the wording hasn't changed with Pathfinder, both the spikes and the Bashing quality improve the 'shield bash'. So a spiked heavy shield with Bashing does 2d6 base damage.

Which is more damage than any other 1-handed weapon, which is not really the intent of the ability. Especially since shield spikes are weapons. And the bashing quality is an armor quality; it's meant to be put on a shield, not a weapon.

It's certainly an issue that needs to be cleared up in the FAQ (which we made strides toward getting done last week). In any case, if a GM is fine with someone basically getting 2H weapon damage with one hand for a mere 9,000 gp, I guess that's fine.

Now BBT comes with his 'Shields are weapons'..

When a mythic creature creates a legendary item (using the legendary item universal path ability), the item can have up to three additional abilities, but no more than the number of tiers possessed by the creature bonded to it.

Ok i missed this so Onyxlion is correct.

Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

You get more spells if you take 'Spellcasting' more than once. The amount of spells is not influenced by your mythic tier. It depends on how often you choose 'Intelligent - Spellcasting'.

The spells DC depends on your tier so it is influenced by Mythic Paragon.

The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.

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Seeking: Only ranged weapons can have the seeking ability.
Hearthseeker:This special ability can only be placed on melee weapons.

Some weapons are ranged and melee weapons and that causes problems. I would read the enchantment description in another way:

Seeking: This ability only works for ranged attacks.
Hearthseeker: This ability only works for melee attacks.

Problem solved.

..such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach..

The rules say 'a weapon' .. singular. You need more than one weapon for TWF.

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Use it as a weapon with HoA -> Yes
Combat Maneuver with HoA -> No
Bull rush is a combat maneuver. It comes from 'Shield Slam', is a follow up action and it is a combat maneuver. HoA forbids combat maneuver. The rules are clear.

You use this combination and the last GM said that is not possibile. Now you search the boards for someone that is your opinion. Correct?

Breaking long sentences into partial sentences is not a good way to read the rules but i will do it too.

'..under the influence of magic that usually impedes movement..' says everything and solves most of your 'problems'.

1. Maybe a result of magic but no magic at all. Broken bones are not part of the PF rules.
2. Maybe a result of magic but no magic at all. Totally silly.
3. no magic
4. no magic
5. no magic
6. no magic
7. see Jasons tpost
8. see spell description, grapple fails, trip and bullrush is possible
9. a to d no magic
9. e to g yes it is magic
9. h to i no magic
9. j magic? dont have time to look in the books
9. k to l no magic
9. m magic? dont have time to look in the books

At first you cannot use the ability to perform combat maneuvers. The rules are very clear here. They say ability and not attack. The only thing you can to with this ability is an attack. One attack, no follow up actions like combat maneuvers, fighting styles or tricks.

Secondly you use an ability to make the attack with a range of 30ft. So the weapon is not directly under your control and due to this fact you cannot use 'your' special fighting abilities.

Thirdly a shield is strapped to your arm. By RAW the quickest way to remove a shield from your arm is a move action. A weapon can be dropped to the ground with a free action.

You cause your melee weapon to fly from your grasp ..

Some GMS may argue that you dont hold a shield in your grasp. It is strapped to your arm and the use with HoA is not possible.

No is my answer.

In the 'game master guide' you can find rules for 'chases'. Maybe you can uses this rules for a hunting scenario.

Fighter Archer wrote:

Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip.

Grapple is available at 11th level as a trick shot. You use the same actions as you use in melee.

You can use a 'wound' system similar to the 'Earthdawn' roleplaying system.

You define threshold for damage per hit. Everytime you get more damage than your threshold you get a wound in addition to the damage. If the damage dont ecxeed your threshold everything is fine and you only get damage. Every wound is a -1 penalty to dice rolls.

The threshold can be CON, 10+lvl, ..

A wound is healed with a healing spell in addtion to the damage.

We tested this in the past with D&D3 and it worked good. You only count wounds and use penalties. That is not much paperwork.

Try it if everyone in your group wants more realism.

blackbloodtroll wrote:

A Longsword is made of steel, but could also be Mithral, Cold Iron, Adamanitine, etc.

Every item has a material descriptor. A normal longsword is made of steel so it is a [steel] longsword. Same for [mithral] longsword or [adamantine] longsword. Can you create a mithral adamantine longsword? No. Can you create a crystal adamantine chakram? No.

BBT wrote:

What happens if you choose a Crystal Chakram as your Blackblade?

The item breaks if you hit (100%) or miss (50%). The unbreakable ability dont prevents this because it breaks completly.

Do it but it is a really bad choice.

Come on BBT give us some more 'What happens ..' questions.

I would say it is only one charge. You hit the target (+charged spell) and hold it on a successful grapple check (grab).

Acid is a 'material component' that is drawn during the casting. Thats why you need one free hand to cast a spell. Otherwise you need two free hands for every spell that has a material component. One hand free for casting and one hand to drawn the component.

I use the 'feat' rules as a general rule for prerequisites. So yes a 'full BAB class 6/stalward defender 1' is possible (on my table).

Otherwise i found this rules for prestige classes so maybe i am wrong.

Prestige Classes CRB wrote:
If a character does not meet the requirements for a prestige class before gaining any benefits of that level, that character cannot take that prestige class.

To be honest .. i have a problem to understand this rule text. Maybe an native english speaker can help :p

Jayder22 wrote:

A 10 ft square of grease is conjured within 35 feet of the caster. First, any creature within the square takes 1 point of acid damage, no save, no spell resistance (this triggers dazing). The spell allows a reflex save to avoid falling down in the grease, if the creature fails this save, it falls prone, and is dazed for 3 rounds. If it makes the save, it does not fall and is not dazed.

Sounds correct.

Creatures can move into the grease at half speed with a dc 10 acrobatics check, if they fail this, they stop moving, must make a reflex save to avoid falling and the dazed condition.

..and they get one point of damage.

If they succeed at the acrobatics check, then they do not need to make a reflex save, but they do take 1 point of acid damage, and must make a will save to avoid being dazed for 3 rounds.

Sounds correct.


Any creature that is in the grease and does not move on it's turn (probably from being dazed) takes 1 point of acid damage, and must make a will save to avoid being dazed for 3 rounds.

Sounds correct but one thing: The dazed duration dont stack with itself.

Answer to your additional question: Got question. On my table the damage hits the target on your turn.

Some GMs will say no to your idea because the damage is coming from the acid and not from the spell. In this case 'dazing' and 'grease' dont work together.

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.

The answer is 'Yes'.

Weirdo wrote:
I'd go for one additional HP in the first round.


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We are talking about custom magic items so you need a GM approval and the item is not PFS legal.

By the item creation rules you need a lot of gold for such a powerful item.
Use-activated or continuous, Spell level × caster level × 2,000 gp x 4 (for a spell duration measured in rounds)

= 2 x 3 x 2000 x 4 = 48.000 gp

Then you have a magic whip with a permanent ghoul touch spell (CL3) on it. You can add other enchantments like a weapon enchantment bonus.

A wand of 'Reach ghoul touch' is cheaper and easier to obtain. It is a lvl 2 spell altered with the 'Reach' metamagic feat that changes the 'touch' range to 25ft + 5ft./2level for 11.250gp.

All performances require audible and visual components that are created with a performance skill. So the bard is talking, dancing, playing an instrument etc. as long as the performance is active. That is a requirement for a bardic performance but it dont require a performance skill check.


A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired.

Each bardic performance has audible components, visual components, or both.
Rage wrote:
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Performance is a CHA based skill. So by RAW you cannot use bardic performances while raging.

The rules are badly written but the intent is clear. In the past (D&D3.5) bardic performance had a minimum performance skill rang as a requirement.

Sunburst is an area spell and you make a caster level check for every monster in the same way as every monster makes a REF save.

@Paizo team
Please write an errata/FAQ for 'Inappropriately Sized Weapons'. We need a more detailed clarification for all the players that want to use biiggggger weapons. There is at least one thread per week with topics related to Inappropriately Sized Weapons.

When you do that please add rules for Inappropriately Sized Armors and Shields!

Thanks :)

Why should i define a definition ?

A human starts his adventurer live with 16 years, an elf with 114. Both are teenagers from their mind and experience but the elf lived ~100 years longer.

1 elf year = 7,125 human years

In what a rate passes an elf the different phases of live as a child? A human baby learns walking with ~1 1/2 years. An elf needs over 10 years ? Humans learn speaking with 2+ years. An elven baby needs 14+ years ?

Titan mauler barbarian
Phalanx Soldier fighter (limited to spears/polearms)

Try to use the search function. There are a lot (really a lot) of questions regarding two-handed weapons in one hand or Inappropriately Sized Weapons.

..which allow you to deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them.

You only do the extra piercing damage when you use the spikes. Using them requires the proficiency and turns natural attacks into secondary attacks.

1. You hit with a natural attack and get a free grapple attack via grab.
2a. You use the spikes and do the grapple attack with -4 for the missing profiency. On a succesful check you do armor spike damage (and constrict damage if available). All other natural attacks in this round change to secondary attacks with a -5 penalty to attack.

2b. You dont use the spikes and do the grapple check normaly. No other effects or penalties.

In my opinion it is not possible by RAW. A rat swarm consists of 300 rats so you have to touch 300 rats during a standard action. Then they loose their swarm subtype and are not longer a swarm.

The 'carrionstorm' is an undead swarm of birds that is created when birds feed on the flesh of ghouls/undead. These swarms can be attracted with 'Command Undead' by they cannot be created by magic.

At last i think swarms are more powerful than an HD equivalent skeleton.

insaneogeddon wrote:
Funny how players really think they have inbuilt range finders,...

By RAW they have a range finder etc. In general these rules apply to all area spells (some have additional rules in their description)

Magic wrote:

Aiming a Spell

You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.
Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.

Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection.

Thats it. You choose a grid intersection and cast the spell. To choose a grid intersection you must have line of sight so the blind condition prevents you from casting most spells with a range greater than touch.

I dont like square counting in the middle of a fight. It is unrealistic and costs a lot of time to cast the perfect fireball. In my group i count from 5 to 0 when this comes up. On 0 the players delays with all disadvantages. My players know that and hurry up.

Short and simple.

They regain their powers once per 24 hours.
They regain their powers together with spells when they rest.
They regain their powers when the GM says so.

Whatever comes first on my table. Keep it short and simple.

Fireball is an area spell with a 20ft. radius spread. Under 'Magic' in the core rule book you will find the needed rules.

Magic CRB wrote:

Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.

Burst, Emanation, or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends.
A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.

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'Trap Sense' and 'Sixth Sense' are two different abilities. Sixth Sense replaces Trap Sense in case of the superstitious archetype. RAW has this rule for your question:

Archetypes wrote:
A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

So the answer is 'No'. Additionally using common sense will let you to the conclusion that Sixth Sense is more powerful than Trap Sense. +1/2 barbarian level to initiative is a nice bonus for every fight. An AC and REF bonus against traps is very situational.

Mojorat wrote:

There seems to be confusion about spell level and slot. To simplify things ill move away from the ops example.


RAW ? In my opinion you are wrong.

All classes get 'Spells per day' and not 'Spell slots per day'. A caster with a low caster attribute is limited in the use of magic. By RAW ..

PRD Wizard wrote:
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level.

With INT 11 he is to stupid to cast level 2+ spells. That are the basics and then metamagic feats come into play. Here the first time we here the word 'spell slot'.

Feats wrote:
Spells modified by a metamagic feat use a spell slot higher than normal.

What is a spell slot? There is no definition in RAW but the metamagic feat descriptions refers to '..higher than normal'. So normal spells cost spell slots. So spell slots are the same as the class ability 'spells per day'. 'Spells per day' are only useable if you have a caster attribute 10 + spell level.

PRD wrote:
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot.

Replace the bolded part with 'a higher spell per day slot' and the intent is clear.

PRD APG wrote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.

No is the answer.

Natural attacks are done with natural weapons. Natural weapons deal weapon damage.

Elemental effects and spells like 'Flame Blade' are often discussed on the boards. Most groups allow it.

You are 100% covered by bugs. Can you be more than 100% covered with bugs? No ? So no swarm stacking.

btw all your questions were discussed and answered on the boards. Use the search function and use common sense.

You basically get 30ft free movement without AoOs as soon as you hit an enemy with a melee attack. This can be after a move action and single attack or after a full attack. You can also use this ability after a successful AoO because it is a melee attack.

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You must carry the item to activate it. Exceptions are part of the item description.

magic items wrote:
Slot: Most magic items can only be utilized if worn or wielded in their proper slots. If the item is stowed or placed elsewhere, it does not function. If the slot is listed as “none,” the item functions while in the character's possession.

This rule forbids all your ideas.

Meiliken wrote:
You can't sneak attack someone that is looking at you. If you want to do that, you have to use the feint action(bluff) first. ...

Or you are flanking with an ally or you draw a concealed weapon or your target is denied his DEX bonus or or or..

Facing is not relevant in PF. There are alot of conditions, abilities or actions that allow sneaking while looking directly into the eyes of your target.

In following part of your post you are talking a surprise round. When you walk through the city, someone stops you and attacks you then it is a surprise situation. If you are surprised (or you roll a low initiative) you are flatfooted and your enemy can sneak you directly smiling in your face. The following rounds he need a friend, a feint or other things that allow sneaking. Facing is not relevant in PF.

Your GM compares knowledge skills with books. You have to decide which book you open and then maybe you find something usefull. That is not correct in my opinion.

Knowledge skills are like Google. You have some details of a situation, person or monster and hit ENTER. If Google finde something (=you have the related knowledge skill and a good roll) you get some informations.

You know something or not.

Skill points, bonus spells, save boni, bonus HP, etc. are all bound to their related ability score. If you lower the ability score you lower you bonuses too and that result in a loss of bonus spells. A caster can loose his ability to cast spells if his INT/WI or CHA drops below 11!

A magic item gives you a 'permanent ability bonus'

Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.

Removing a magic item with a permanent ability bonus is the same as a permanent ability drain.

Ability Drain: Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses.

The Rising Phoenix wrote:

What if they miss, are there repercussions? Or is this a take ten situation

Are enemies near? Can the rope/hook be damaged with a miss (shooting across a lava flow or wall of fire etc) ? Is there no possible disadvantage then allow take 10.

The 'Clockwork Spy' is a construct and constructs are destroyed as soon as they reach 0 HP. That has nothing to do with the ability 'Self Destruct'. Self Destruct starts as soon as the spy is destroyed = 0 HP.

Ultimate Magic wrote:

..the construct continues to function at its full efficiency, and only falls apart once reduced to 0 hit points.

A construct that has been completely destroyed cannot be repaired, though at the GM's option some of the materials may be usable in the construction of a new construct.

Self Destruct destroys the collected informations in the gem. That is the idea behind. Dont let it drop to 0 HP. Then you can repair it. With 0 HP it is destroyed regardless of 'Self Destruct'. With Self Destruct the collected informations are gone too.

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