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Machine Soldier

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Goblin Squad Member. Pathfinder Society Member. 6,225 posts (6,233 including aliases). No reviews. 1 list. No wishlists. 1 Pathfinder Society character. 1 alias.


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Tarantula, it doesn't matter if we have a problem with a flat-footed character who is surprised providing flanking. This is the rules forum, not the "how would we like the rules to be" forum.

1) Threatening is not dependent upon the ability to make an AoO. This has been clearly demonstrated in the rules earlier in this thread.
2) There is nothing in the flat-footed rules that states you do not threaten.
Does that make sense? Probably not, but quite a few rules "don't make sense". House rule it if you don't like it.
3) There is nothing in the grapple rules that states you do not threaten.

Summary: If you are flat-footed or grappled you threaten even if you cannot make an AoO because the ability to threaten, by rule, is not dependent upon the ability to make an AoO.

Just put both item effects on the same piece of equipment for a 50% increase in price of the second item (I suggest the second be the cheaper one).

You will find no rules to enable this because none are required. Each is an individual action that has it's own criteria.

Can you take Total Defense as a standard action? Yes

CRB p186 Total Defense wrote:
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can’t combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can’t make attacks of opportunity while using total defense.

Nothing in there about not being able to use it while prone. In fact, being prone has nothing to do with benefiting from dodge bonuses.

Can you stand up from Prone with a move action? Yes

CRB p187 Stand Up wrote:
Standing up from a prone position requires a move action and provokes attacks of opportunity.

Can you take a 5' step if you have not moved any distance? Yes

Does standing up count as a moving any distance? No. Your starting position has not changed. Measure the distance from the square you started in to the square you are currently in. If the distance is zero then you have not moved even if you change positions.

CRB p189 wrote:

You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round that you move any distance. You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can’t take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

You may not take a 5-foot step using a form of movement for which you do not have a listed speed.

Using Total Defense before standing up is a pretty normal tactic for someone in a bad situation while prone.

Most potions and other items that are likely to be used are placed in an appropriate location that is easy to identify and get to just by reaching for it. An oil of daylight would certainly qualify.

It is an excessive GM penalty to penalize someone in this way. It is a move action that can easily be performed without sight.

She should have been able to find her Oil of Daylight just fine. Backpacks have all sorts of pouches which any reasonable adventurer would have put smaller items like an Oil of Daylight in.

The FAQ is addressing what feats, abilities, and bonuses affect rays. It does not state that rays are actually ranged weapons.

You can fire a ray from the ground.

Here are the relevant quotes and page numbers.

big quote:
CRB p179 Armor Class wrote:

Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following:

10 + armor bonus + shield bonus + Dexterity modifier + other modifiers
Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your AC (see Table 6–6).

Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t use your Dexterity bonus to AC. If you don’t have a Dexterity bonus, your AC does not change.

Other Modifiers: Many other factors modify your AC. Enhancement Bonuses: Enhancement bonuses apply to your armor to increase the armor bonus it provides.

Deflection Bonus: Magical deflection effects ward off attacks and improve your AC.

Natural Armor: If your race has a tough hide, scales, or thick skin you receive a bonus to your AC.

Dodge Bonuses: Dodge bonuses represent actively avoiding blows. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.

Size Modifier: You receive a bonus or penalty to your AC based on your size. See Table 8–1.

CRB p179 Touch Attacks 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. Some creatures have the ability to make incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects, such as mage armor and bracers of armor.

Wasum, many campaigns only go to level 13-14 and Instant Enemy is only an option at level 11 (level 10 if you have a 16 Wisdom which most rangers do not have).

If you want to wait until your character is finished to get an ability that is up to you but frankly, I'd rather use an "Instant Enemy" (Ranger's Focus) like ability for my entire career rather than waiting until level 11 (or 10) to be guaranteed to have my Favored Enemy be the BBEG.

Additionally, at level 10 or 11 you will only have one (or two if you have a 16 wisdom) guaranteed uses of "favored enemy" (via Instant Enemy) while I will have four guaranteed "favored enemy" (via Ranger's Focus) uses per day.

Trekkie, that is what the Guide archetype excels at. You do not usually need a high attack bonus/damage against small NPC types but against the BBEGs the Guide always has the ability to select it for an extra bonus to attack and damage.

Ranger with the Guide archetype and 'boots for every terrain'. Your party will thank you for the bump in initiative, stealth, etc.

You hit the FAQ link. However, I don't think you will get many FAQ votes. The meaning here is pretty obvious and even if there were enough FAQ votes the Devs don't really FAQ things when the meaning is obvious.

Now, what really *should* be FAQd is that the rule requires your treasury to be used to pay for food before you use the Granary (whenever consumption exceeds treasury). It should instead allow you to use the Granary before you use your Treasury (whenever consumption exceeds food supply from farms/fisheries). However, since this will only be used in home games and not PFS games it is not really important. I can house rule it for home games.

Ability Scores: Your own quote gave you the required information. "These ability score modifiers replace the standard drow ability score modifiers."
So, no you do not get both.

Spell Resistance: There is no provision anywhere to allow stacking of spell resistance. You get the best (11+level).

Louix X, as Chemlak stated the granary only applies to the Upkeep phase.

Ultimate Campaign p206 Upkeep Phase wrote:
Step 2—Pay Consumption: Subtract your kingdom’s Consumption from the kingdom’s Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.
Ultimate Campaign p216 Granary wrote:
Special If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury

The only time consumption is checked is during the Upkeep phase. It is not checked at any other point and as a result you cannot use the Granary at any other point.

Your reading is clearly not the intent and is not even RAW when context (the upkeep rules) is applied.

It would help if you provided a link or quote.

The source of the magic item slots for animals is the book Player Companion "Animal Archive" on the front inside cover. Player Companion books are not included on the PRD but you can find them here on the d20pfsrd.

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No, he normalizes to Small because he is Tiny. That is what the rule I quoted (and the chart) states. You can find the chart under the polymorph section here.

Since his form most closely approximates a bird (2 legs and 2 wings) the slots he can wear should be taken from the Avian listing in Animal Archive. Armor, Belt, Chest, Eyes, Headband, Neck, Ring, and Wrist are all available slots for an Avian.

Other than the text I quoted there is no change in stats due to size except that granted by the spell.

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It becomes a Huge Dragon. You first normalize his stats by changing his size to small then you apply the Form of the Dragon III spell modifiers.

CRB p212 Polymorph rules wrote:
If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell.

So before the polymorph spell is applied he becomes small and gets a +4 strength increase and -2 Dex decrease. Then he gets the +10strength, +8 constitution, and +8 natural armor from Form of the Dragon III.

Bandw2, in your own quote it said "Full-Round Action". You cannot combine two different Full-Round Actions.

Slow Firing and Dead Shot each require their own Full-Round Actions. Because of this they are incompatible.

Example: Charge is a Full-Round Action and a Full-Attack is a Full-Round Action. You cannot do both in the same round (with the exception of Pounce).

GinoA, you could think of this a different way.

If a Dex modifier of -5 was instead treated as a "0" and a Dex modifier of +0 was treated as a "+5" then low Dex modifiers represent your natural ability to get out of the way of an attack. However, that ability would be capped at "+5" while flat-footed.

Now, apply that logic to our current system.
An unarmored, unequipped, and unconscious (helpless) human will have an AC of 5 (10-5 = 5).

Wake him up and he has a better reaction based on his Dexterity up to a maximum of AC 10 (10+0 = 10).

You can consider this the natural ability to minimally react rather than the ability to defend on purpose.

Then perhaps you should rephrase your statement as 'deific magic'? :)

So you house rule that divine magic potions don't exist but Druids can make potions?

CRB p49 Druid spells wrote:
A druid casts divine spells which are drawn from the druid spell list presented in Chapter 10.

Hmmmm :)

CRB p477 Potions wrote:
Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
CRB p490 Scrolls wrote:
Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll, unless the scriber specifically desired otherwise.

Scrolls, Wands, and Staves do not have the restriction that Potions do but it can be assumed that the restriction Potions have does not apply to them since it is not stated.

Shaky is 3rd party Drawback, not a Paizo Pathfinder Drawback. If you are going to use a source like D20PFSRD please confirm the source of that information. It lists the source at the bottom of the page.

No, Drawbacks are not on par with Flaws in 3.5. There is no parity to be found between Drawbacks and Flaws.

You cannot use the BP stored in the Granary to construct buildings. The rules state it can only be used when consumption exceeds your treasury. That occurs in the upkeep phase.

Farms+fisheries - consumption = value.
If value is negative then you must pay for it out of your treasury.
If you do not have enough in your treasury you can cover it with your Granary.

Frankly, they worded it badly. It should be used whenever consumption exceeds food.

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Large Air Elemental Skills:
Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge
(planes) +5, Perception +11, Stealth +11
Ability Scores: Str 18 (+4), Dex 25 (+7), Con 16 (+3), Int 6 (-2), Wis 11 (+0), Cha 11 (+0)

Now, we know that Air Elementals have Perfect fly skill and this one is large. That is +8 and -2 respectively.

We also know that Large creatures have a -4 penalty to stealth.

It has no racial skills or skill improving feats.

Air Elementals have Fly as a class skill.

Outsiders have a number of class skills and those are: Bluff, Craft, Kn. Planes, Perception, Sense Motive, and Stealth. They also have 4 additional unspecified class skills depending on theme.

Of the 6 Air Elemental's skills only 2 are not automatically class skills so we can assume those two are theme related as per Outsiders.

So, now we know all the modifiers lets subtract all of them from the skills:
Acrobatics: 15-7-3 = 5
Escape Artist: 15-7-3 = 5
Fly: 21-7-8-(-2)-3 = 5
Kn. Planes: 5-(-2)-3 = 4
Perception: 11-0-3 = 8
Stealth: 11-7-(-4)-3 = 5

Total ranks required: 32

An Outsider gets 6+int in skill ranks per HD. In this case that is 4*8 = 32.

Looks like the Air Elemental did indeed purchase ranks in Escape Artist. They are not some flat bonus.

CRB p51 Wild Shape wrote:
This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back.
CRB p247 Beast Shape wrote:
School transmutation (polymorph)
CRB p211 Transmutation-Polymorph subschool wrote:

Polymorph: A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. 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. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.

In short, you do NOT turn into a creature when you use a polymorph effect such as Wild Shape. You turn into an approximation of that creature with a specific list of abilities and powers that modify or replace your natural abilities and powers. If you start out as a weak Druid you are going to be a weak Earth Elemental.

Back in 3.5 this was not the case and it was widely abused.

Alas, it does not appear that it does.

Yup! :)

blahpers, the difference between a scorpion whip and a whip is 10feet (scorpion whip has no reach, whip has 15' reach).

It would help if you provide a quote or a link to the ability.

First, a critical hit is what happens when you roll a critical threat and then confirm it. It does not have anything to do with automatically hitting.

Second, assuming you meant critical threat, a critical threat does not automatically hit, only a natural 20 does.

Finally, just because you rolled a natural 20 does not mean you throw out all of the final number. 20+bonuses = #. If the parry attempt rolls a higher number then it is parried.

Summary: An automatic hit due to a natural 20 does not negate the total value of the roll which a parry can still attempt to beat. There is nothing in the rules stating otherwise.

Good point but Masterwork will be too expensive for a starting druid (which is why I didn't list Chain Shirt).

Be happy the Druid doesn't have his Wolf wearing armor. At (druid) level 1 the Wolf could have Light Armor Proficiency and be wearing Leather or Studded Leather

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LessusFreak, you cannot use Create Pit that way.

1) line of effect is being blocked by the door.

CRB p215 wrote:
You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

You do not have line of effect past the door so you cannot create the pit straddling the door.

2) The pit must be created in an area of sufficient size.

APG p213 wrote:
You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size.

It is not of sufficient size since the door blocks the way.

If would help if you quoted or provided links the relevant abilities.

Here is the full rule (CRB p183) wrote:
3 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Both "Draw a Weapon" and "Ready or Drop a Shield" are marked with the "3" superscript.

Summary: it takes Two-Weapon Fighting to ready both a shield and a weapon while moving (barring some exception).

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You take the better of the two in any situation which effectively means he has DR 5/silver and cold iron.

A more odd setup is DR 10/adamantine and DR 3/- (a barbarian with stoneskin could have this).

In that case you check the higher of the two first (DR 10/adamantine) and if it bypasses that (such as an Adamantine weapon) then you check the DR 3/-.

This is overlapping but not stacking.

10 rounds in a minute.

CRB p12 wrote:
Round: Combat is measured in rounds. During an individual round, all creatures have a chance to take a turn to act, in order of initiative. A round represents 6 seconds in the game world.


Assume the following: you activate the power and it replaces any previous activations. Then most of that should make sense. This is based on the following sentence:

"The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice."

Did you fail by 5 or more? (CRB p108 states that you only go under if you fail by 5 or more.)
Was the water deeper than 20'? Even with a heavy load you only sink 20' on a failed check (Crypt of the Everflame p20, although this is not a core rule it is a good guideline).

There is no action in the rules for this. I would probably just include it with the move action.


1) is clear that if you have Channel Energy from Cleric, Paladin, or Warpriest (but not Oracle) then you get the ability.

2) You are misreading the 'either' 'or' element. It is not 'either you have this ability or you have this ability' it is 'either when you use this ability or when you use this ability'.

4) Specific overrides general. General states that Negative Energy to Harm is altered but in the specific case of Harm(Undeath) it is Negative Energy to Heal that is being altered.

In any case. the Devs are not going to clarify every rule that can be twisted into pedantic readings when the meaning is clear.
Only question 3 actually lacks clarity due to not having a rule to cover it.
Question 4 could use a bit of cleaning up but probably doesn't rise to the level of being FAQ worthy since the meaning is clear and specific overrides general.

Thanks Rhatahema, I thought that was in there somewhere but not finding it I defaulted to the baseline supernatural rule.

Eltacolibre, an alchemist's Alchemy (su) ability is absolutely magical. There is nothing non-magical about their extracts, bombs, or mutagen. But supernatural abilities are not the same thing as spells or spell-like abilities.

Supernatural abilties are magical and are suppressed in an anti-magic field but they are not spells or spell-like abilities.

Alchemists abilities are supernatural which is a form of magic but they are not spells or spell-like abilities and thus do not have caster levels. It is an important distinction.

In one respect an alchemist's extracts are better than any spell. They cannot be dispelled since they are supernatural and not spell or spell-like.

Markov Spiked Chain,

1) I am not sure why you need additional clarification. dragonhunterq quoted the relevant passage that enables non-clerics to use Variant Channeling.

Reposting the quote:

Ultimate Magic p28 wrote:
A character who has the channel energy ability from a class other than cleric may use these variant channeling rules if the class’s abilities are tied to serving a deity. For example, paladins can select alternative channeling abilities if they serve a deity, as can oracles with the Life mystery (as they serve many deities), but necromancer wizards cannot.

Yes, it is clear that certain non-clerics (such as Warpriests) can do this. They do not need to multi-class into cleric but if they do then they qualify as a both a Cleric and as a Warpriest.

2) If you take Versatile Channeler you still only get one portfolio aspect for variant channeling (such as "Death"). The only difference is that you can now use both heal and harm options instead of either the heal (CPE) or the harm (CNE) option.

Ultimate Magic p28 wrote:
A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.

3) While not explicitly stated no, you should not be able to choose different aspects (such as "Death" and "Fate") if you have two classes that grant channel energy. The choice was made when you got Channel Energy regardless of the class involved. This should be similar to multi-classed characters being required to chose the same domains (or blessing-domains) in each class.

4) Variant Channeling only modifies positive energy to heal or negative energy to harm.
It does not modify positive energy to harm or negative energy to heal.

Example: You Channel Positive Energy and have the "Death" variant channel ability.
When using Channel Positive Energy to heal you use the "Death variant's ability to give a bonus to stablize.
When using Channel Positive Energy to harm undead you harm the undead normally. The Variant Channel plays no part in that.

Any class that Channels Energy can select Variant Channeling if they serve a deity (examples: Clerics, Paladins, and Warpriests but not Oracles).

Variant Channeling only affects Channel Positive Energy to Heal (not Channel Positive Energy to Harm) and Channel Negative Energy to Harm (not Channel Negative Energy to Heal).

Could you provide links to where people are saying you can apply Quicken SLA to a Blessing?

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