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Machine Soldier

Gauss's page

Goblin Squad Member. Pathfinder Society Member. 7,977 posts (7,985 including aliases). No reviews. 1 list. No wishlists. 1 Pathfinder Society character. 1 alias.

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The player is correct, only the recipient of the spell gets a save. Creatures in the area of that spell (whether on another creature, an object, or a point in space) do not get a save.

Silence is a very effective spell for shutting down verbal spells but it takes a full round to cast it and the radius usually can be avoided by walking out of it and then casting your desired spell.

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Garbage-Tier Waifu,

MAD 15pb: 14, 14, 14, 12, 10, 10, 8
MAD 20pb: 16, 14, 14, 12, 10, 10, 8
MAD 25pb: 16, 16, 14, 12, 10, 10, 8

We are talking about a +1 in one or two stats over 15 PB. This is not 2nd edition where you needed very high ability scores to qualify for certain MAD classes.

I think the problem here is that people are expecting that +4 or +5 is a minimum ability score modifier for a successful 1st level character when in fact the system is not based on that.

A Paladin with an array of 14(16 w/race)STR, 12DEX, 14CON, 10INT, 8WIS, and 14CHA is very functional.

Frankly, I doubt that there is a MAD character that wouldn't do just fine in any Pathfinder AP using that array.

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My point don't need high PB to deal with the majority of the problems that are thrown at you. Adequate preparation will also suffice.

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Cole Deschain wrote:
Gauss wrote:
Cole Deschain wrote:
Gauss wrote:
Every single encounter has to be adjusted for.


Do you feel compelled to "adjust" for encounters they talk their way past, or sneak by, or teleport around?

Just punch up the important ones. The odd one-sided shellacking isn't going to break anything.

It isn't the "odd one-sided shellacking". When I first started running PF I allowed the players 25PB in a PF AP and nothing was a challenge for them. I had to adjust everything to bring it up to the challenge level it was supposed to be at. Could I have left it in easy mode? Sure, but then my group wouldn't have had a challenge.

So where I say "punch up the important encounters," you somehow read "leave them all as-is."

There's your problem right there.

Let 'em have a walkover if they just bump into a guard patrol or some goblins hiding in the sewers. Save your effort for the encounters that are actually crucial to the story you're trying to tell.

You know, the ones you should be giving extra attention anyway, regardless of party power level.

If you bump only the hard encounters but not the easy ones then the PCs will have too many resources when they hit the hard encounters. You might as well switch to 1 encounter days since that has a similar effect.

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kyrt-ryder wrote:

Why would you have to babysit them? TPKs is why.

Dominate Person, Blasphemy, Flesh to Stone, freaking Color Spray.

I run enemies with ruthless tactics and pragmatism without concern for the PCs. 15 pointbuy results in TPKs without handholding. Admittedly the APs are rife with bad tactics, playing them as written 15 point is definitely fine for SAD characters.

43 points is far morw than necessary, but I like that array for providing a strong base under character without 18's preracial while still allowing a few flaws.

Bolding mine.

I think this is the main point here. Many of us are probably talking past each other because some are talking AP while others are not.

APs are written for 15 pointbuy. If you use more, then yes, you will need to alter it.

With that said, I think most of the spells you listed are not as bad for a prepared group regardless of PB.
Dominate Person is ridiculously easy to avoid or negate. Protection from Evil blocks it and Suppress Charms and Compulsions should be on everyone's list of 'must have' scrolls.
Blasphemy is level 7, not something that is going to be common until the final module in an AP.
Flesh to Stone is a thing yes, but so is Stone Salve.
Color Spray is relevant early but decent tactics and proper equipment help (smoked goggles). Frankly, if a spellcaster is using Color Spray then they are really close to the enemy. Seems like a priority target to kill. Because of this I have never been fond of Color Spray, great spell, difficult execution to use effectively.

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Yondu wrote:

A Hero with 15 point-buy is for me uninterresting, really 15 points is 14 in three stats, a TWF cannot be made without dumping one or two stats, due to the high requirements of feats...

And on AP, you have NPC opponents with 30 PB (Caleb Voltario in Carrion Crown/WOW has 30 PB, Skreed Gorewillow in GiantSlayer BOBH has 28 PB ) and there are not bosses eveak peons you have to face are 15 PB (Cultits in the WOW have a 16 PB), 15 PB is considering the PC as peons, No they are heroes so they should have Heroes PB at least...

You are flat out incorrect.

Level 1 you can easily start with a Dex of 16 using 15point buy (14+2racial).

By level 6 your Dexterity would have been raised by +1 at level 4. This now qualifies you for Improved Two-Weapon Fighting.

By level 11 your Dexterity is now naturally an 18 (14+2race+2level). A +2 Belt of Incredible Dexterity will qualify you for Greater Two-Weapon Fighting. Alternately, you can increase your Dexterity to 19 at level 12 and get the feat at level 13.

In short, 15point buy is completely workable for a TWF build.

Pathfinder APs are based on 15point buy as the standard.
Of course, if you like to power game your way through things then, yes, you will want a higher point buy. But frankly, that just makes life harder for your GM because now he has to ramp up the encounters to match your higher point buy power creep.

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Chemlak wrote:
Teeeeeeeeechnically, if the giant you assume the form of has regeneration 10, you don't get it. But ANY GM that tries to enforce that is being a jerk, and should give you regen 5.

This is completely contrary to the rules.

CRB p211 wrote:
In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead.

IOW: If the form has Regen 10 and the spell limits you to Regen 5 you get Regen 5.

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3.5 had the same rule:

3.5 Player's Handbook p141 wrote:
You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

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Ravingdork, wraithstrike's quote is found on CRB p112 under Metamagic Feats.

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Aranna, there is no missing dimension. We have both dimensions for a cylinder.

Yes, you are in house rule territory because you are adding rules here.

Adjudication is about determining what rule is correct, house rules are about filling in missing pieces. In this case you are using both, not just adjudication.

You are adjudicating adding a house rule to fill in the missing pieces.

The problem is we do not know it is an empty bag. In fact, it very much behaves as if it were not an empty bag because it is quite heavy for an 'empty bag'.

My adjudication avoids adding house rules.
My adjudication is that the bag is presented as having the dimensions of a cylinder and thus I do not have to add a dimension to the bag. I can look at a non-magical example in Ultimate Equipment if I want to see the size and shape of a sack in Pathfinder, it is a cylinder. Thus I do not have to houserule a third dimension in.
My adjudication is that the bag is heavier by an order of magnitude than a nonmagical empty cloth sack and thus does not behave like an empty sack thus avoiding the houserule of compressing a magic item into a smaller space.

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Pope_Lunchbox, excellent necro of an already necro'd thread. :)

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The domain power is already clearly defined. Some other domains have powers that are written in basically the same format. You just have to break it down a bit to understand the parts.

Here is the breakdown:

CRB p48 wrote:
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

"At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level."

This sentence has four statements:
1) You get the ability at level 8
2) It is a swift action to activate the ability
3) You gain the use of one combat feat
4) You can use this ability for a number of rounds per day equal to your cleric level.

"These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability."
This sentence does two things to modify the first sentence:
1) You do not have to use the rounds per day consecutively.
This means you can use some rounds, stop the ability, then later on start it up again and you can do that until you run out of rounds per day.
2) You can use a different feat each time you activate the ability.

"You must meet the prerequisites to use this feat."
This sentence adds a requirement to which feat you can select.

Here is an example of how this all works:

I have a level 10 cleric with the war domain. This gives me 10 rounds per day of Weapon Master.
Battle 1:
Round 1 I activate Weapon Master using a swift action to give myself Lunge.
Rounds 2 and 3 I continue using it, I do not spend a swift action again because the ability is already activated and continues to operate.
Start of round 4 I shut it down.
I now have 7 rounds remaining.

Battle 2:
Round 1 I activate Weapon Master using a swift action to give myself Cleave (I have Power Attack as a normal feat).
Start of Round 2 I shut it down and then I spend a swift action to activate it again. This time I select Defensive Weapon Training.
Start of round 5 I shut it down.
I now have 3 rounds remaining.

Summary: A normal timed ability would be started and then would run until it is gone without further actions by the user.
By adding the non-consecutive statement it allows someone to start it, use some of the time (without further actions by the user), then stop it and thus save the remaining time for later.

Later it would require you to activate it again since it is no longer in use.

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Basically, you start it up (swift), select a feat, and then use that feat until you shut the ability down or you run out of rounds per day.

If you shut it down you can then start it up again with the same or different feat (up to the rounds per day limit).

The point is, you can use it for 1 round, or multiple rounds with one swift action.

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You shortened my statement. I said 'taken his word as meaning something'. I did not flat out state 'taken his word'. Please, keep my statements in context. :)

Simple, use the water rules because that is what Earth Glide says. The Earth Elemental gets Improved Cover.

As an alternate, house rule, you could use the incorporeal rules which would prevent full attacks (readied actions only) but reduce the cover bonus from +8 to +4.

Personally, I would use the incorporeal rules as they fit more closely.

But in either case, JJ also stated in another post that burrowing rules are really undersupported in Pathfinder. Because of this you really need to look at the RAI rather than the RAW.

Expect massive table variance.

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Ok, lets look at the various elements here:

1) Is Burrow clearly defined? No
In 3.5 burrow was barely defined, in PF it is even less defined. The major change appears to be the removal of the 'cant charge or run' statement that 3.5 had.

2) Is Earth Glide clearly defined? Also no, but it clearly does indicate that, for at least some purposes it functions as water. Which purposes is the disagreement.

3) Can a creature with burrow attack another creature underground?
If the answer is no then we have a potentially ridiculous situation.
Situation: there is nothing in the rules that states a burrowing creature can create a tunnel thereby opening up space. Yet we know that burrowing creatures create tunnels through many many references in the various adventures etc.
So, if the answer is no then it directly contradicts the logic that burrowing creatures create tunnels thereby allowing themselves to meet other burrowing creatures that create tunnels.

Earth Glide is an extension of burrow but leaves behind no tunnel, so #3 clearly solves both.

4) Can a creature with burrow attack a creature on the surface? If the answer is no then how does the burrowing creature REACH the surface? You have Schrodinger's burrower.

Clearly, burrowing creatures can reach the surface, clearly they create holes to attack from.

Earth glide is, against, an extension of this but they ignore the lack of a hole.

Now, how that gets resolved is not in the rules, but you can look to the incorporeal rules to address it (which btw, wraithstrike suggested a couple years ago in another post on this topic).

In short, there is no RAW on this, you have to look at the RAI.

P.S. Cover is only cover if it is solid to the attack. If you are using something that passes through the material then there is no cover, but it is probably concealment.

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Locating the incorporeal creature is going to be the problem. Tremorsense and Blindsense/Blindsight (usually) won't work here.

Tremorsense: The incorporeal creature does not make contact with the ground it occupies so tremorsense will not work.

Blindsense/Blindsight usually rely upon senses such as hearing, which also won't work since incorporeal creatures are silent. Visual based Blindsense/Blindsight will not work either because it is underground.
Only if the Blindsense/Blindsight was based on a non-visual, non-auditory sense would it work (perhaps something similar to lifesense but applicable to undead).

wraithstrike, I don't believe you are correct here.

CRB p122 Earth Glide wrote:
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water.

To the user of Earth Glide the earth is the same as water is to a fish. Fish can attack other fish in water, so the user of Earth Glide can do so as well.

Sissyl, incorporeal creatures are no longer ethereal, that was one of the changes Pathfinder made from D&D3.5.

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RevusHarkings, you are misreading Inspire Courage.

It states: "attack and weapon damage rolls". To mean what you are saying it would have to say something like: 'weapon attack and damage rolls' or 'attack and damage rolls with weapons'. 'Weapon' is with damage, it is not with attack.

Summary: Inspire Courage applies to all attack rolls, including Combat Maneuvers.

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markofbane, as wraithstrike and Squiggit said, that rule is not applicable to learning a new language due to an intelligence or skill point increase and if that is what Tyrant Lizard King is basing it on then he is using a house rule.

In fact, if have zero ranks in Linguistics, put 4 ranks in, you immediately learn 4 per the rules. Does it make roleplay sense? No, but this is the rules forum, not the what makes sense for roleplay forum.

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Mythic Perfect Strike is worse than Mythic Gr. Vital Strike.

normal: 1d6+29 (extra +21 on critical hit due to Mythic Power Attack)
with Perfect Strike: 2d6+58
with Perfect Strike and x5 critical hit (ie: x6 critical): 6d6+174+126 = 6d6+300

On a critical, 6d6+300 is significantly less than Mythic Gr. Vital Strike's 8d6+367.

As for Mythic Power Attack's damage being doubled, I did that when I wrote "+21 more to BASE damage on a critical due to Mythic Power Attack".

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Ok, if your normal damage is 1d6+29 (including Mythic Power Attack's +21) then we have the following:

Normal attack w/Power Attack: 1d6+29 (+21 more to BASE damage on a critical due to Mythic Power Attack for a total of 1d6+29+21 BEFORE calculating the x5 from the critical)
Mythic Greater Vital Strike w/ Devastating Strike: an extra 3d6+87+6
Critical Hit w/ Devastating Strike: an extra 4d6+116+105+24

Total: 8d6+367

Put another way: you are at x4 (Vital Strike) and x5 (Critical) for a total of x8 +5*Devastating Strike
Totaling that this way: (1d6+29)*8 +(21+6)*5 = 8d6+232+105+30 = 8d6+367

The reason for it being x8 and not x9 is this: Both the x4 and the x5 share the original 'base damage'. Base+3 + Base+4 = Base+7 = Base*8

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The key phrase is "same casting". Your example has you casting fireballs multiple times. Those are not the "same casting".

If I cast Spiritual Hammer and have it target an enemy with SR I roll the SR check only once and it applies for as long as the spell is going.

Even if I send it away to attack something else and then bring it back to attack the enemy.

Now, if I cast a SECOND Spiritual Hammer spell that is new casting and thus I roll a new SR check.

Summary: You roll SR for each fireball.

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The same as if it was not shrunk down to medium size. The rules only account for the size of the creature to determine reach. There is no rule that states weapon size is relevant to reach.

If you take a Tiny 2handed weapon with the reach property and stick it in the hands of a medium character (counts as a light weapon) it would still have the reach property and still allow the medium character to threaten 10'.

Does this make "logical sense"? No, but this is the rules forum where rules do not have to make sense. :)

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Texas_ogre wrote:
I am new to pathfinder and a GM and player> they party of player is a dm'ing are rule mongers. They always have detect magic going do end y thing magic (I,e, traps or item are pointless. I need a to know if there is a fix for this ? They have it running at all times. This has made magic raps pointless. help please

Texas_ogre, basically, traps have been progressively marginalized with each new version since 3.0 came out.

Back in the "good old days" you could have a dungeon full of traps and only a rogue could do anything about it. This had a number of problems.
A) It REQUIRED a rogue to be part of the group. No Rogue? You are screwed if you ran into a trap.
B) Traps were LETHAL compared to nowadays. Even simple traps did a lot higher damage relatively than traps do since 3rd edition. The damage of the traps hasn't changed that much, the health of the characters has.
C) Traps back in the "good old days" were usually boring or frustrating. Either you could figure your way around them or you couldn't.

I agree that traps need to become more relevant, but they should not be an encounter unto themselves (usually). That is bad trap design. The best traps are the ones that have a battle involved.
As for Detect Magic, that is really a non-issue. Perception does even more, is not directional, everyone can do it, and is not restricted by distance (just penalized for distance).

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Orfamay Quest wrote:

Just because it's a slow day in the office, I'm going to actually do an analysis of how hard it is to do any serious damage with traps....

I present unto you all <drum roll>, Nabisco the Incompetent, Bard of Bards. (All stats 13, no useful skills except his Perception score is +5 [+1 Wis, +1 rank, +3 class skill], no useful equipment or spells. He's got max hp at first level [9] and saves of +1/+3/+3). He will attempt to walk through the Hall of Infinite CR 1 Traps, encountering each one in turn -- but fortunately, because this dungeon is "not dynamic with monster movement," he can just back out and heal up before wandering in again, so he always encounters each trap at full hp.

Now, as a CR 1 creature himself, (actually, CR 1/2 because he effectively doesn't have PC wealth), he should, by the logic of the CR system, die 50% of the time or more at each trap. If he doesn't -- if he actually survives most of these traps -- that will show you just how ineffective traps are at causing casualties.

So let's begin.

I) He stumbles across the threshold and spots an arrow trap. With +15 to hit, it almost surely hits him for 2-9 points of damage, but he almost certainly stumbles back and recovers. Even at full damage, he is not dead, only seriously injured -- and from here on, I will assume average damage for simplicity.

II) On his next trip, he crosses the same threshold, but because the arrow trap doesn't self-reset, he's safe.... until he steps forward onto the collapsing floor. Needing a DC 15 Reflex save to avoid it, he naturally fails and tumbles 10 feet down, taking 1d6 damage.

III) Bypassing the unrepaired collapsing floor, he instead trips and slides into a...

And this is why I ad-hoc CRs from traps. The existing CRs are almost always too high.

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nosig, the Wizard doesn't need identify to identify magic items. Detect magic + Spellcraft will do nicely for most items.

Otherwise, good stuff. :)

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Just a note, staggered creatures CAN coup de grace, but it takes two rounds to perform.

CRB p186 wrote:

Start/Complete Full-Round Action

The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.

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Here is how I handle it: every step in resolving something is a point you can use an immediate (or readied) action but some immediate actions are only useful in certain steps.

Example (note: I might be missing a step, this is just a quick example):
Enemy is casting a spell. (first step)
You use spellcraft and identify the spell. (second step)
Enemy's spell is finished and he targets "X". (third step)
Spell effect is resolved. (fourth step)

Now, you could disrupt the spell in steps one and two but by step three it is too late.
In step three you can do something to mess with the targeting (teleport away, throw up a wall, whatever).
In step four you could do something to mitigate the effect but it is too late to avoid the spell being cast and targeted at that person.

With all that said, there are no rules covering when immediate actions can occur. It is all a judgement call. Some immediate actions are useful at certain points while others are not. Thus it is more common sense rulings than anything else.

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There are already a couple examples of this.

You can use hero points to get an extra action, spells or feats can give a BBEG hero points.

Alternately, a creature can be built with extra actions per turn. An example of such a creature is the Maharaja Rakshasa (Bestiary 3 p226).

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For me GMing is a means to an end. The end is to have fun with my friends.

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This is right up there with everyone playing chaotic neutral (evil) characters and the calling it 'roleplay' when they act like jerks.

There is a basic premise at the gaming table. For whatever reason a party is going to be assembled comprising of the player's PCs.

If a PLAYER is unable to make a character concept that will fit into that then he should be playing a solo adventure (ie, not with a gaming group).

It sounds like you have a whole group of players that do not understand that the game is co-operative. The GM and the group as a whole needs to resolve this.

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Aelryinth, a bag of holding in a bag of holding does not cause an explosion. It causes one to be non-functional.

Only when you mix a Bag of Holding with a Portable Hole are there dangerous consequences.

CRB p501 wrote:

Extradimensional Spaces

A number of spells and magic items utilize extradimensional spaces, such as rope trick, a bag of holding, a handy haversack, and a portable hole. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a bag of holding is brought into a rope trick, the contents of the bag of holding become inaccessible until the bag of holding is taken outside the rope trick. The only exception to this is when a bag of holding and a portable hole interact, forming a rift to the Astral Plane, as noted in their descriptions.

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Yes, I know that is what we are discussing. That is what I am referencing too.

Bringing in a new/replacement character with an experience/level/wealth penalty is the same thing as such penalties for death.

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Reasons why most penalties for death are bad:

1) The "loss of level" penalty
At best, you now suck compared to your fellow party members.
At worst, enjoy standing in the back and twiddling your thumbs while you are unable to have a meaningful impact on the encounter.

2) The "loss of wealth" penalty
At best, you now suck compared to your fellow party members.
At worst, enjoy standing in the back and twiddling your thumbs while you are unable to have a meaningful impact on the encounter.

3) The "sit out and wait" a few sessions penalty
Why even show up? Why not go play another game? Isn't the purpose of this game to have fun with your friends? Seems pretty contradictory to that purpose.

3.X lessened many of the penalties for horrible things that happened to PCs and Pathfinder has (rightly) continued that trend by removing or further lessening many of the penalties that still existed.
Most of those penalties were a detriment to fun and resulted in a PC that was at best, a tag-along dead-weight character and at worst, a so unfun to play that you might as well suicide and make a new character.

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No, there is no support in the rules for using a standard or move action to activate an ability that requires a swift action.

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Ice Armor is a niche spell that is best used around level 5-8 if you regularly stay in a wild shape combat form rather than change back and forth.

1) Can you cast it while wild shaped:
At level 5 you can take Natural Spell and so casting this spell is not an issue while Wild Shaped.

2) Duration:
The spell lasts as long as your Wild Shape (hours per level) so that isn't an issue.

3) Water:
Via Create Water providing a sufficient quantity of water is a non-issue. Might even be able to purchase some kind of canvas 'tub' to dunk yourself in if the GM allows (allows you to form the armor around you rather than having to have it put on afterwards).

4) An armor type for every form:
Since there is no 'form' limitation on Ice Armor you can create it around any form you happen to be in so you do not need to worry about bringing multiple armor types for different combat forms if you happen to like using more than one.

5) Cost:
At level 5 you only have 10,500gp (assuming WBL). Spending 1400gp on Dragonhide Breastplate non-humanoid armor just for your combat form is a bit on the expensive side. Especially when you are just going to turn around and sell it at level 6 (when you gain access to large combat forms).

Additionally, at level 6 you will need Dragonhide Breastplate non-humanoid armor that costs 2800gp.

Finally, at levels 5-8 it is non-trivial to afford armor with the Wild property (a minimum price tag of 16,000gp +armor costs).

Summary: for a few levels, it definitely has some advantages if you can deal with the minor disadvantages.

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Tormsskull wrote:
graystone wrote:
It's no assumption. The rules tell you everything you need to create items. As there are nothing mentioned about any special knowledge to make certain items, there isn't any needed. So sans house-rules, it is indeed as simple as scanning through the book and picking put something you can make. [assuming you can cover the prereq's of course.]

The rules for creating wondrous items say: "To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled."

If the character has never even heard of a particular item, how would they know what "sort of equipment or tools" they would need?

Personally, I think the rules are left somewhat vague so that GMs that want to place some sort of limitations around the process can easily do so.

Obviously, each group can choose how they want to play, but it seems odd to me to look at it like "there's no rule that says you can't look through all of the magical items and assume your character has knowledge of any/all of them, so you can."

The Devs have previously stated that they have made crafting as easy as possible. They did not make the rules 'vague' because they expected GMs to make something they intended to be simple not simple. They made the rules 'simple' and you are interpreting it as 'vague'.

Put another way: Any magic item in the book can be crafted by any character in the game provided you have the requisite feats and the gold to do so. This is by design. So why would the Devs then have a hidden rule that states 'oh, but you must learn how to do it first'?

Heck, if a wizard wants a spell all he has to do is pay for it from another wizard. Do many GMs houserule this out of the game by making it 'wizards dont share'? Yes, but that doesn't mean that is not how the game is written.

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Rhedyn, is it not a rulebook? Ultimate Campaign is hardcover, not a 'splatbook' with a number of clarifications to the rules on topics like who controls Animal Companions.

People have been asking for those clarifications for a long time.

In any case, you countered Dustyboy's comment as if your comment were the rules or the only interpretation.

The rule as it stands is that they are GM controlled BUT the GM can opt to hand off control to the player to simplify the GM's handling of the game.

As for GMs being control freaks if they run the AC, I think that is a very narrow characterization. Sometimes the GM needs to take control of the AC because the player is having the AC do things that are out of character for an int 2 animal.
Are there GMs that are control freaks? Sure, I just met one recently and left his game because of it. But that doesn't mean that all GMs who want a final say in how an NPC is run are control freaks.

By it being a rule that it is GM controlled but can be handed off it means the player cannot just have the AC do whatever he wants it to.
There is interaction there, roleplay there.

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RDM42, you appear to have missed the forest when you saw the trees.

Let me see if I can put it into context for you.

What is "realistic" in the context of a fantasy game is 100% subjective and defined by the author(s) and the people participating (GM and/or players).

The OP made absolute statements that X was not realistic. That is only a true statement FOR THE OP and not necessarily true for anyone else.

My reference to dragons was an EXAMPLE of things that exist in fantasy and that if they have heard of dragons they have probably heard of people who control animals.
It was a different point altogether because "what townsfolk know" is a point related to "what townsfolk (the GM) might allow".

My initial response stated that it was the GM who determines what is or is not acceptable to townsfolk.

Try to read my statements in context. :)

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Hmmm, did I state that they did? *checks his post* Nope! Didn't even imply it.

What I said is that reality has no bearing on this discussion.

I also said that townsfolk have probably heard of people that can tell animals to do or not do stuff.

Please try to take what I write as writ rather than add things I did not write.

If anything, I basically stated it was GM fiat whether or not townsfolk accept ANYTHING.

Again, that has nothing to do with "reality". It is a fantasy world, not a reality world. The GM will do whatever he wants with his NPCs. If he wants them to accept it, they will. If he doesn't they won't. Reality has no bearing on the matter any more than it does in any fantasy adventure novel.

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Dustyboy wrote:

Yep I said it.

In the dnd world, most people understand social issues with playing an orc, but the issue of having a bear or lion as an animal companion is rarely brought up.

So I want to explain to you the main issue here

Animal companions are autonomous, you can command them but the dm plays them. This means that they are npcs

Now a tamed bear is still a bear , and there is definitely a big problem with walking into town having one.

First off its not gonna realistically be allowed in the Tavern or inn, the stable isn't outfitted for a bear, and letting it roam in a town is out of the question .

There's also the logistics of caging it, especially if you're a ranger or a druid who tends to value freedom

If you have a dog it can likely come into some businesses with you, even the most unruly dog is better received than the most obedient lion when off leash.

A horse can be hitched up to a post without worry that the town guard will shoves Spears into it in a panic.

Arguments for wolves are potentially viable but again I wouldn't leave it alone anywhere, there's definitely a farmer or hunter in town that knows what it is

Basically wolves and big cats are great stat wise, but they should hinder you in role play heavily.

Hell can you even get past a gate keeper with a bear?

There are numerous familiars that also follow this, but as they are small and intelligent they can be more easily concealed or "contained".. chances are your imp knows to stay in rat form and not cause massive havoc

I bolded your problem. "Realism" and "Fantasy" do not belong in the same concept. This is a fantasy game. Fantastic things that would never happen in reality occur. Magic is a thing. Dragons are a thing. Animal Companions that obediently obey their "master" are a thing.

If the townsfolk have heard of dragons they have probably heard of people with animals that can tell animals to do (or not do) something.

Does this mean they will be allowed in the tavern? No, but then again halflings, orcs, or dwarves may not be allowed in the tavern. I am sure NPC people (ie, the GM) can come up with reasons to disallow anything.

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Bane is a special property.

Determine the enhancement bonus (greater between bow and arrow applies).
Apply all special properties to the arrow upon being fired.

Ergo: a +1 Undead Bane arrow from a +4 bow = a +4 Undead Bane arrow = +6 arrow vs Undead.

I really do not understand why people keep trying to resolve the special property before determining the enhancement bonus.

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There are two possible ways you can use a 15' cone both of which are shown on CRB p215. From these two two ways you get 8 directions.

Here is an image I have created to show this based on the diagrams in the CRB.

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1) There is nothing in the Bestiary that states immunity to an energy type is a quality.

2) There is nothing in the Polymorph description that states lost physical abilities are qualities.

So all you are left with is any Special Qualities or abilities that define themselves as qualities. None of which are Immunity to Fire.

Summary: An Efreeti using Shape Change loses Immunity to Fire because it is not a physical quality but it is a physical ability and physical abilities are lost as per the Polymorph school.

Edit: an example of a physical quality that would be kept: Damage Reduction. This is because Damage Reduction (Bestiary p299) calls itself a quality.

Funny bit: (energy) Resistance (Bestiary p303) calls itself a quality while (energy) Immunity (Bestiary p301) does not.

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So, I have been running RA for a year+ group is level 10.

There have been 3 TPKs (the spell confusion has been particularly deadly) and a number of other deaths.

Some thoughts I've had:

1) This is a very treasure rich environment.
I suggest discussing wealth with your players to find out what they want out of the adventure. If they want to become the most powerful they can be and overwhelm things even more than they would otherwise, tell them to enjoy the wealth.
However, my group has come up with an interesting solution, spend 'excess' wealth on things like an airship, crew, and other non-combat luxuries.

2) Decide in advance how you want to deal with death or TPKs.
My group keeps backup characters prepped and updated in case they will be needed.

3) Initially the entire dungeon was exciting, but as they got into some of the deeper levels it seems that there are more and more of 'you run into things you handle without flinching' mixed with 'start running for your life'.
We initially wanted to run it 'as written' but now I either have to hand-waive the really weak combats or I have to spruce them up. I get that this is a normal occurrence to some extent but the CR disparity on some levels seems pretty big.

4) Finally, read the levels before using them, there are moments of head scratching. The maps do not always conform to the text.

With all that said, overall, I have enjoyed RA and look forward to running it to the end.

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Select Familiar, do not summon Familiar (or kill Familiar), no Arcane Bond. Problem resolved.

If you want to trade out the Arcane Bond there are a number of archetypes that trade it out.

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CRB p179 wrote:
Touch Attacks: Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.

Touch attacks are your AC without armor bonus, shield bonus, or natural armor bonus. You apply all other modifiers normally. The Barbarian Rage's -2 AC penalty is another modifier.

CRB p178 wrote:
Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which means that they cannot be caught flat-footed. Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat. A flat-footed character can’t make attacks of opportunity, unless he has the Combat Reflexes feat.

Flat-footed is your AC without your dexterity bonus. Thus the Barbarian Rage's -2 AC penalty still applies (assuming you are raging while flat-footed which is an uncommon situation).

CRB p199 wrote:
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Penalties to AC apply to CMD.

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So, the CRB 5-foot step rule states that you cannot 5' step when in difficult terrain or in darkness.

This is a rule duplicated from the 3.5 PHB. However, 3.5 then went farther (in the Rules Compendium) and stated that you cannot 5' step when your movement is hampered.

FAQ question: Can you 5' step when you have hampered movement (such as poor visibility or over an obstacle) or when your movement is slowed (such as Grease)?

Hampered Movement table

Apparently the Pathfinder Beginner's box states that you cannot.

Thread this came up in.

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